#pragma once
#include "Message.h"
#include <string>
#include <vector>
using namespace std;
class Bean;
class ReqGetDollarMessage;
class ResEquipListMessage;
class ReqYDLoginMessage;
class ReqSendGangNO1Message;
class ReqCCLoginMessage;
class ReqWulinFirstRoundUpdateMessage;
class ResUpTasksMessage;
class ResMiningAddressTimeMessage;
class ResStartMiningMessage;
class MingMenMenberBean;
class ReqExtractMessage;
class ResMenPaiMatchingMessage;
class ReqSelfKungfuBackMessage;
class ReqMatchingPlayerMessage;
class ResCaozuoMessage;
class ReqQiFuDuiHuanMessage;
class ReqCelerityMessage;
class TitleByTimeBean;
class ResServerListMessage;
class TitleBean;
class ReqOpenJingmaiActivityMessage;
class ResUpKungfuInfoMessage;
class ReqYaowangBuffIdsMessage;
class ReqHirePlayerMessage;
class GoodsBean;
class ResUpSelfKungfuInfoMessage;
class ReqAgentLoginMessage;
class KungfuInfo;
class ReqForgeEquipMessage;
class HoleInfo;
class ReqCheckApplePayMessage;
class ReqRegisterUserMessage;
class TeamAreaBean;
class ResAttbuteMessage;
class ReqFightYaoWangMessage;
class ResVersionMessage;
class WulinFinalRound;
class WorldBossRankData;
class ReqEnterThreadMessage;
class ReqMsgWorkMessage;
class ReqPlayFightLogMessage;
class ResActivityTitleMessage;
class ReqEnterGangMessage;
class SelfKungfuInfo;
class ReqWulinPickoutMessage;
class ReqRanAptitudeMessage;
class ReqSLLLoginMessage;
class ResGangFightRankMessage;
class ReqSaveGuaJiSetingMessage;
class ReqForgetSelfKungfuMessage;
class ReqSendPublicFightRankMessage;
class ReqLockEquipMessage;
class ReqAYXLoginMessage;
class ReqMySignMessage;
class ReqShaoDangMessage;
class ResOnePlayerUpMessage;
class ReqUpDanTianMessage;
class ReqOpenWorldBossMessage;
class MenPaiBean;
class ReqGangFightApplyMessage;
class ResUpTokenMessage;
class ResRanAptitudeMessage;
class ResWearTitleMessage;
class YaoJiangGoods;
class ReqUpPinJieMessage;
class ReqGnagBeanMessage;
class ReqOPPOLoginMessage;
class InviteTeamInfoBean;
class ResWulinFight2Message;
class ReqInlayAllMessage;
class ResAreaMatchingMessage;
class ReqMenPaiFightMessage;
class ReqExchangeMoneyMessage;
class WulinPlayer;
class ReqIntensifyEquipMessage;
class ReqFinishMessage;
class ReqBuyActivityGoodsMessage;
class ResKungfuBackMessage;
class ReqAgentMessage;
class ReqSendPresentMessage;
class ReqGangListMessage;
class ReqJoinTeamMessage;
class ReqPublicFightMessage;
class ReqInlayMessage;
class ResDelApplyMsgMessage;
class ReqMsgPlayerMessage;
class ReqOpenGemsLevelActivityMessage;
class ReqYaoWangRankMessage;
class ResWulinPickoutMessage;
class ResOpenGemsLevelActivityMessage;
class ReqDischargeKungfuMessage;
class ReqSendGangMailMessage;
class YaoWangRankBean;
class ReqReleaseInviteMessage;
class ResMyMemberMessage;
class GuaJiSetBean;
class WulinFightPair;
class ResYaoJiangItemMessage;
class ReqAreaMatchingMessage;
class ResOtherStatusMessage;
class ResGangListsMessage;
class ResPlayerWearEquipMessage;
class ReqYJLoginMessage;
class ResOtherWerarTitleMessage;
class ResOtherKungfuMessage;
class ReqResolvePropMessage;
class PropUseNum;
class ReqExitMessage;
class KungFuAndEquip;
class ReqWearTokenMessage;
class ReqUpSelfKungfuLvMessage;
class MailBean;
class ReqAttackWorldBossMessage;
class ReqConnGameServerMessage;
class TeamPlayer;
class ResWulinPlayerInfoMessage;
class ResServerOpenDayMessage;
class ResItemInfoMessage;
class ReqBuyGrowUpFundMessage;
class ReqPlayMoneyMessage;
class ReqEnterMapMessage;
class ResUpFirstPlayMessage;
class PlayerAttbute;
class ItemInfo;
class ReqFightMMLogMessage;
class TaskBean;
class ResPassLvGiftMessage;
class ResUpJingMaiInfoMessage;
class ResSelfKungfuBackMessage;
class ReqDLLoginMessage;
class ReqPlayYearCardMessage;
class ReqVipGetSkillMessage;
class MiningAddress;
class ResMsgCodeMessage;
class ReqLoginMessage;
class ReqXiLianAnJinMessage;
class ReqUpKungfuLvMessage;
class AreaBean;
class ReqMySignInMessage;
class MyHireBean;
class ReqYaoJiangMessage;
class ResUpEquiMessage;
class ResSoloAreaMessage;
class ActivitGoods;
class ResSubstituteMessage;
class ReqCreateGangMessage;
class ReqStartFightMessage;
class ResOtherWearTokenMessage;
class ReqInjectZhenQiMessage;
class ResAllTasksMessage;
class ReqYJDLLoginMessage;
class ReqOtherInfoMessage;
class ReqEexFightResultMessage;
class ResFightBossRateMessage;
class ReqWulinFirstRoundArrangeMessage;
class ReqGangMsgMessage;
class ReqPlayerBuffMessage;
class ResShaoDangResultMessage;
class MyFriendBean;
class ResGMmsgMessage;
class ReqWulinRankMessage;
class ResServerLvMessage;
class ResUpBufMessage;
class ReqBuyVIPBoxMessage;
class ReqBaiduLoginMessage;
class ReqGangFightRankMessage;
class WulinPair;
class ResAreaFightLogsMessage;
class ReqOpenLuckMessage;
class ResWorldBossResultMessage;
class ResAllActivityMessage;
class ReqRefreshGoodsMessage;
class ReqDuiHuanMMPropMessage;
class ResExchangeGoodsMessage;
class ResEverydayEquipMessage;
class ReqXMWLoginMessage;
class ReqUCLoginMessage;
class AptitudeInfo;
class ReqBuyXiuLianBufferMessage;
class ReqPlayGangYueKaMessage;
class AddAttribute;
class ReqExitThreadMessage;
class ReqExpansionBackMessage;
class ResFirstMenpaiMessage;
class ReqEliteBossMessage;
class ReqDuanZaoEquipMessage;
class ResWulinFight1Message;
class ResFightStatiMessage;
class ReqExtensionFriendMessage;
class ResReceiveMailsMessage;
class ResReCommListMessage;
class ReqCheckVersionMessage;
class ReqBuyNumberMessage;
class ResOpenGrowUpFundMessage;
class ReqOpenMMWarehouseMessage;
class ReqTongYongMessage;
class ResDelMemberMessage;
class ResPlaySuccessMessage;
class ReqServerHradMessage;
class ReqMiningAddressTimeMessage;
class ResWearTokenMessage;
class GangBean;
class UpToken;
class ReqSendPublicFightResultMessage;
class ReqConfirmAddAptitudeMessage;
class ReCommInfo;
class ResGangInfoMessage;
class ResMenPaiFightLogMessage;
class ReqOpenActivityShopMessage;
class ResBackpackItemMessage;
class ReqBuyVipGiftMessage;
class Req91LoginMessage;
class ResFailureMessage;
class SellGoods;
class ReqExerciseKungfuMessage;
class ReqNoticeMessage;
class AnJinAtt;
class ResPayCardEnabledMessage;
class ReqUpArtifactAttbtMessage;
class ReqSmeltEquipMessage;
class ReqOpenFightStatiMessage;
class ResMsgMessage;
class MMProp;
class ReqEnterListMessage;
class ResPlayerInfoMessage;
class ReqShopGoodsMessage;
class GangList;
class ReqOpenSelfKungfuBackMessage;
class ReqLJLoginMessage;
class ReqDischargeTitleMessage;
class ResAreaMessage;
class WulinFighter;
class ReqDischargeTokenMessage;
class ReqDrawLvGiftMessage;
class ActivityGoods;
class ResAllFightLogMessage;
class ResPlayerFightLogMessage;
class ResUpTitleMessage;
class ReqFindBossRateMessage;
class PublicGangInfo;
class ResMsgContentMessage;
class ResSucceedMessage;
class ReqExchangePropMessage;
class KungfuGrid;
class ResFiveStarMessage;
class ReqWDJLoginMessage;
class ReqDelFriendMessage;
class ReqOptionMailMessage;
class ReqMemberApplyMessage;
class ResDelGoodsMessage;
class ResErrorMessage;
class ResTeamInfoMessage;
class ReqLingQuDollarMessage;
class ResMMWarehouseMessage;
class ReqRemoveGangMessage;
class ReqStudyKungfuMessage;
class ReqAcceptOrRefuseMessage;
class ReqMatchingMessage;
class ReqActivityExchangeMessage;
class ReqToolGMCommMessage;
class ReqPlayerPersonageMessage;
class LuckRankInfo;
class ResSmeltEquipMessage;
class ReqRegisterMessage;
class ResOpenTotalBuyMessage;
class ReqWulinFirstRoundRankMessage;
class ReqCreateSelfKungfuMessage;
class ResOtherEquipMessage;
class ResWearUpMessage;
class ResHirePlayerListMessage;
class WulinFightRank;
class OtherPlayerInfo;
class ResFriendsListMessage;
class FightGoods;
class ReqUpNameMessage;
class ResOpenLuckMessage;
class ResWorldBossRankMessage;
class ReqSetMsgMessage;
class ReqInlayDischargeMessage;
class ResOpenLuckRankMessage;
class OrderBean;
class UpEquip;
class ResConnGameServerMessage;
class ReqGetGrowUpFundMessage;
class ResMatchingPlayerMessage;
class RankInfo;
class ResServerHradMessage;
class ReqOpenMiningAddresMessage;
class ReqExchangeMessage;
class ResUpAreaFightLogsMessage;
class ResUpKungfuInfosMessage;
class ReqWulinPlayerInfoMessage;
class ReqWulinFinalRoundUpdateMessage;
class TeamFightLogBean;
class ReqOpenTotalBuyMessage;
class ResYaoWangRankMessage;
class GangRankBean;
class ReqUpJobMessage;
class ReqGangByNameMessage;
class ReqOpenKungfuBackMessage;
class ReqOpenAreaMessage;
class ReqExchangeGiftMessage;
class ReqActivityListMessage;
class ResGangAttbutsMessage;
class MsgRecordBean;
class ReqFightSucceedMessage;
class MemberBean;
class ResPlayMoneyMessage;
class ResPlayerWulinFightLogMessage;
class ReqUseGoodsMessage;
class ReqWearTitleMessage;
class ResUserCodeMessage;
class ResMiningAddresssMessage;
class ReqOperateMailMessage;
class ReqGMCommMessage;
class ReqKickTeamMessage;
class ResTitlesMessage;
class ReqTeamFightMessage;
class ReqOpenFriendListMessage;
class ResPPLoginMessage;
class ReqUpTeamIdMessage;
class ResChouJiangGoodsMessage;
class ReqOpenMiningMessage;
class PlayerBufferBean;
class ReqPlayerExitMessage;
class ReqSetNoticeMessage;
class GangNO1Bean;
class ResPlayerBufsMessage;
class Oneself;
class ReqFightBossMessage;
class ReqOrderInfoMessage;
class ReqDeclareFightMessage;
class VsInfoLog;
class ResShowAnJEquipMessage;
class ResPropUseNumMessage;
class ResSevenPayDayMessage;
class ResRankingInfosMessage;
class ResPlayerBuffsMessage;
class ResGangRankListMessage;
class ReqChangeNoticeMessage;
class Activity;
class ResHeartMessage;
class ReqWulinGuessMessage;
class WulinRank;
class ReqHireListMessage;
class GangFightBean;
class ResOpenVIPActivityMessage;
class ResXiLianAttsMessage;
class ReqUpdateServerTimeMessage;
class ReqOpenVIPActivityMessage;
class AreaFightLog;
class ResPlayMessage;
class ReqMailPlayerMessage;
class ResFightMMLogMessage;
class ResAttbuteUpMessage;
class PlayerInfo;
class ReqWearEquipMessage;
class ReqDischargeEquipMessage;
class ResUpGridMessage;
class ResOpenJingmaiActivityMessage;
class TokenInfo;
class FirstPlay;
class JoinWar;
class ResOffLineResultMessage;
class ResDelTokenMessage;
class WulinRankUpdate;
class ResItemsMessage;
class ReqGangRankMessage;
class ResResultMessage;
class ReqUseAptitudeMessage;
class ReqRefrensTimeMessage;
class YaoWangBean;
class ReqSalePropMessage;
class ResMarqueeMessage;
class ResGangPlayerInfosMessage;
class ReqInviteTeamInfoMessage;
class ReqApplyFriendMessage;
class ResInviteTeamInfoMessage;
class FightBuff;
class ReqCompoundAnJinMessage;
class ResMailsMessage;
class ResWulinRankMessage;
class ReqXiLianMessage;
class ReqFightPlayerMessage;
class FightMMLog;
class ResUpApplyMsgStatusMessage;
class GangFightRankBean;
class ResApplyMsgMessage;
class ReqSetYaowangIdMessage;
class FigtEquip;
class Huihe;
class ReqXiLianYesOrNoMessage;
class ReqPPLoginMessage;
class ReqOpenMailMessage;
class ResDelFriendMessage;
class ResYWFightResultMessage;
class ReqOpenBackpackMessage;
class ReqGetJingmaiRewardMessage;
class ReqPlayYueKaMessage;
class ServerInfo;
class ReqOpenTeamMessage;
class ResMatchingResultMessage;
class ReqXiaoMiLoginMessage;
class ReqBattleListMessage;
class ReqWulinFight2Message;
class ReqAZLoginMessage;
class ReqCreatePlayerMessage;
class ReqUpFightStatusMessage;
class ReqYDAndroidLoginMessage;
class ResSevenLoginInfoMessage;
class ReqRecommListMessage;
class ResMiningMessage;
class ResAddRecordMsgMessage;
class ResUpSelfKungfuInfosMessage;
class ResRefrensTimeMessage;
class ReqSetRuBangForceMessage;
class WulinFightLog1;
class PlayerYaoWangBuff;
class ResOneActivityGoodsMessage;
class ResRefrenseDollarMessage;
class ResOtherPlayerMessage;
class ResGangFightInfosMessage;
class EquipInfo;
class ReqGetGemsLevelRewardMessage;
class ReqInjectDragonMessage;
class ReqOpenLuckRankMessage;
class ReqChangeGemMessage;
class ReqSellEquipMessage;
class ResGuaJiSetingMessage;
class FigtSimpleInfo;
class ReqWearKungfuMessage;
class ResXiLianBuyTimesMessage;
class ReqCDKExchangeMessage;
class ReqInheritSuitMessage;
class ReqActivityTitleMessage;
class ReqCommitAnswerMessage;
class NoticeInfo;
class ResAddFriendMessage;
class ReqRankingMessage;
class ReqWulinEncourageMessage;
class ResEquipInfosMessage;
class ResNoticeMessage;
class MiningBean;
class ReqQuitTeamMessage;
class ResLoginUserMessage;
class ReqAllocationAttMessage;
class ResSellGoodsMessage;
class ResYaowangBuffIdsMessage;
class ReqExchangeGoodsMessage;
class ReqApplyFriendByNameMessage;
class ResJingMaiInfoMessage;
class ReqBuyLongHunMessage;
class ResActivityGoodsMessage;
class ReqEixtLoginMessage;
class ReqHeartMessage;
class FigtLog;
class ReqChouJiangMessage;
class JingMaiDetailBean;
class ReqWulinFight1Message;
class ReqSevenLoginAwardMessage;
class ReqOpenGrowUpFundMessage;
class ReqMenPaiMatchingMessage;
class ReqWorldBossInfoMessage;
class ResWorldBossInfoMessage;
class ResEnterListMessage;
class ResSendGangNO1Message;


//////////////////////////////////////////////////////////////////////////
class ReqGetDollarMessage : public Message
{
	public:
	ReqGetDollarMessage();
	~ReqGetDollarMessage();
	void reset();
	ReqGetDollarMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResEquipListMessage : public Message
{
	public:
	ResEquipListMessage();
	~ResEquipListMessage();
	void reset();
	ResEquipListMessage* clone();
	static const int _ID;
	//变化的装备
	vector<UpEquip*> upEquip;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqYDLoginMessage : public Message
{
	public:
	ReqYDLoginMessage();
	~ReqYDLoginMessage();
	void reset();
	ReqYDLoginMessage* clone();
	static const int _ID;
	//用户编号
	int32 userid;
	//用户登录令牌
	std::string usertoken;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSendGangNO1Message : public Message
{
	public:
	ReqSendGangNO1Message();
	~ReqSendGangNO1Message();
	void reset();
	ReqSendGangNO1Message* clone();
	static const int _ID;
	//1-5战区类型 0表示默认自己的战区
	int8 domain;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqCCLoginMessage : public Message
{
	public:
	ReqCCLoginMessage();
	~ReqCCLoginMessage();
	void reset();
	ReqCCLoginMessage* clone();
	static const int _ID;
	//渠道类型
	int8 type;
	//用户编号
	std::string userid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ReqWulinFirstRoundUpdateMessage : public Message
{
	public:
	ReqWulinFirstRoundUpdateMessage();
	~ReqWulinFirstRoundUpdateMessage();
	void reset();
	ReqWulinFirstRoundUpdateMessage* clone();
	static const int _ID;
	//参战信息
	vector<WulinPair*> pair;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResUpTasksMessage : public Message
{
	public:
	ResUpTasksMessage();
	~ResUpTasksMessage();
	void reset();
	ResUpTasksMessage* clone();
	static const int _ID;
	//1添加。2删除。3更新
	int8 type;
	//所有任务
	vector<TaskBean*> allTasks;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResMiningAddressTimeMessage : public Message
{
	public:
	ResMiningAddressTimeMessage();
	~ResMiningAddressTimeMessage();
	void reset();
	ResMiningAddressTimeMessage* clone();
	static const int _ID;
	//矿区id
	int32 miningId;
	//矿点id
	int32 miningAddressId;
	//矿点挖矿剩余时间
	int32 time;
	//玩家挖矿剩余时间
	int32 timePlayer;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResStartMiningMessage : public Message
{
	public:
	ResStartMiningMessage();
	~ResStartMiningMessage();
	void reset();
	ResStartMiningMessage* clone();
	static const int _ID;
	//矿区id
	int32 miningId;
	//矿点编号
	int32 kuangdianNum;
	//挖矿类型（1.占领无人矿点 2.抢夺别人矿点 3.停止挖矿）
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MingMenMenberBean : public Bean
{
	public:
	MingMenMenberBean();
	~MingMenMenberBean();
	void reset();
	MingMenMenberBean* clone();
	//成员名称
	string memberName;
	//成员等级
	int16 memberLv;
	//成员战斗力
	int32 memberForce;
	//0未报名，1已报名
	int8 memberStatus;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqExtractMessage : public Message
{
	public:
	ReqExtractMessage();
	~ReqExtractMessage();
	void reset();
	ReqExtractMessage* clone();
	static const int _ID;
	//令牌动态id
	int64 tokenId;
	//添加属性类型对应人物属性表
	int8 configType;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResMenPaiMatchingMessage : public Message
{
	public:
	ResMenPaiMatchingMessage();
	~ResMenPaiMatchingMessage();
	void reset();
	ResMenPaiMatchingMessage* clone();
	static const int _ID;
	//个人当前排名
	int32 palce;
	//门派匹配玩家的信息
	vector<MenPaiBean*> menPaiBeans;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSelfKungfuBackMessage : public Message
{
	public:
	ReqSelfKungfuBackMessage();
	~ReqSelfKungfuBackMessage();
	void reset();
	ReqSelfKungfuBackMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMatchingPlayerMessage : public Message
{
	public:
	ReqMatchingPlayerMessage();
	~ReqMatchingPlayerMessage();
	void reset();
	ReqMatchingPlayerMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResCaozuoMessage : public Message
{
	public:
	ResCaozuoMessage();
	~ResCaozuoMessage();
	void reset();
	ResCaozuoMessage* clone();
	static const int _ID;
	//0成功1失败
	int8 isSuccees;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqQiFuDuiHuanMessage : public Message
{
	public:
	ReqQiFuDuiHuanMessage();
	~ReqQiFuDuiHuanMessage();
	void reset();
	ReqQiFuDuiHuanMessage* clone();
	static const int _ID;
	//指定兑换的道具
	int32 propId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqCelerityMessage : public Message
{
	public:
	ReqCelerityMessage();
	~ReqCelerityMessage();
	void reset();
	ReqCelerityMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class TitleByTimeBean : public Bean
{
	public:
	TitleByTimeBean();
	~TitleByTimeBean();
	void reset();
	TitleByTimeBean* clone();
	//称号资源ID
	int32 sid;
	//剩余小时数,如果为0,则该称号失效
	int32 hourRemain;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResServerListMessage : public Message
{
	public:
	ResServerListMessage();
	~ResServerListMessage();
	void reset();
	ResServerListMessage* clone();
	static const int _ID;
	//服务器列表
	vector<ServerInfo*> serverInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class TitleBean : public Bean
{
	public:
	TitleBean();
	~TitleBean();
	void reset();
	TitleBean* clone();
	//称号资源id
	int16 sid;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenJingmaiActivityMessage : public Message
{
	public:
	ReqOpenJingmaiActivityMessage();
	~ReqOpenJingmaiActivityMessage();
	void reset();
	ReqOpenJingmaiActivityMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResUpKungfuInfoMessage : public Message
{
	public:
	ResUpKungfuInfoMessage();
	~ResUpKungfuInfoMessage();
	void reset();
	ResUpKungfuInfoMessage* clone();
	static const int _ID;
	//变化的技能信息
	KungfuInfo* kungfuInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqYaowangBuffIdsMessage : public Message
{
	public:
	ReqYaowangBuffIdsMessage();
	~ReqYaowangBuffIdsMessage();
	void reset();
	ReqYaowangBuffIdsMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqHirePlayerMessage : public Message
{
	public:
	ReqHirePlayerMessage();
	~ReqHirePlayerMessage();
	void reset();
	ReqHirePlayerMessage* clone();
	static const int _ID;
	//雇佣玩家id
	int64 toPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class GoodsBean : public Bean
{
	public:
	GoodsBean();
	~GoodsBean();
	void reset();
	GoodsBean* clone();
	//物品类型1道具。2装备。3银币。4元宝。5声望。6荣誉，7经验，8帮派贡献9令牌
	int8 goodType;
	//物品id
	int32 goodId;
	//数量
	int32 goodNum;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//


class ResUpSelfKungfuInfoMessage : public Message
{
	public:
	ResUpSelfKungfuInfoMessage();
	~ResUpSelfKungfuInfoMessage();
	void reset();
	ResUpSelfKungfuInfoMessage* clone();
	static const int _ID;
	//操作类型(1,增加2,修改,3删除)
	int32 upType;
	//变化的技能信息
	SelfKungfuInfo* selfKungfuInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqAgentLoginMessage : public Message
{
	public:
	ReqAgentLoginMessage();
	~ReqAgentLoginMessage();
	void reset();
	ReqAgentLoginMessage* clone();
	static const int _ID;
	//目前平台id，也可用于以后扩展其他信息，拆分int
	int32 tagId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class KungfuInfo : public Bean
{
	public:
	KungfuInfo();
	~KungfuInfo();
	void reset();
	KungfuInfo* clone();
	//技能id
	int32 skillId;
	//熟练度
	int32 proficiency;
	//功夫类型1.门派。2江湖
	int8 type;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqForgeEquipMessage : public Message
{
	public:
	ReqForgeEquipMessage();
	~ReqForgeEquipMessage();
	void reset();
	ReqForgeEquipMessage* clone();
	static const int _ID;
	//0打造，1刷新
	int8 forgeOrRefresh;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class HoleInfo : public Bean
{
	public:
	HoleInfo();
	~HoleInfo();
	void reset();
	HoleInfo* clone();
	//宝石资源id,0表示没有
	int32 propId;
	//添加属性类型:1.力量。2体质。3智力。4耐力
	int8 addAttriType;
	//添加属性的值
	int16 addAttriValue;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqCheckApplePayMessage : public Message
{
	public:
	ReqCheckApplePayMessage();
	~ReqCheckApplePayMessage();
	void reset();
	ReqCheckApplePayMessage* clone();
	static const int _ID;
	//验证苹果充值信息
	std::string verifyInfo;
	//客户端报道类型
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqRegisterUserMessage : public Message
{
	public:
	ReqRegisterUserMessage();
	~ReqRegisterUserMessage();
	void reset();
	ReqRegisterUserMessage* clone();
	static const int _ID;
	//用户名
	std::string userName;
	//密码
	std::string userPass;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class TeamAreaBean : public Bean
{
	public:
	TeamAreaBean();
	~TeamAreaBean();
	void reset();
	TeamAreaBean* clone();
	//角色的职业
	int8 playerType;
	//队伍名称
	string name;
	//上周积分
	int32 firstNum;
	//上周战斗力
	int32 firstForce;
	//名次
	int32 firstPlace;
	//上周奖励银币
	int32 money;
	//上周奖励声望
	int32 shengwang;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResAttbuteMessage : public Message
{
	public:
	ResAttbuteMessage();
	~ResAttbuteMessage();
	void reset();
	ResAttbuteMessage* clone();
	static const int _ID;
	//变化的属性类型 见属性对应表
	int16 type;
	//变化的值
	int32 value;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqFightYaoWangMessage : public Message
{
	public:
	ReqFightYaoWangMessage();
	~ReqFightYaoWangMessage();
	void reset();
	ReqFightYaoWangMessage* clone();
	static const int _ID;
	//矿区id
	int32 miningId;
	//妖王id
	int32 yaowangId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResVersionMessage : public Message
{
	public:
	ResVersionMessage();
	~ResVersionMessage();
	void reset();
	ResVersionMessage* clone();
	static const int _ID;
	//服务器当前版本(资源)
	int16 firstVersion;
	//服务器当前版本(客户端包)
	int16 clientVersion;
	//包下载地址
	std::string downloadUrl;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class WulinFinalRound : public Bean
{
	public:
	WulinFinalRound();
	~WulinFinalRound();
	void reset();
	WulinFinalRound* clone();
	//1新手组 2高手组 3宗师组
	WulinPair* type;
	//第一轮 1/8决赛 (共8对)

	vector<WulinPair*> round1;
	//第二轮 1/4决赛 (共4对)

	vector<WulinPair*> round2;
	//第三轮 半决赛 (共2对)

	vector<WulinPair*> round3;
	//三四名赛
	WulinPair* round4;
	//决赛
	WulinPair* round5;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class WorldBossRankData : public Bean
{
	public:
	WorldBossRankData();
	~WorldBossRankData();
	void reset();
	WorldBossRankData* clone();
	//玩家名字
	string playerName;
	//玩家造成伤害百分比，保留2为百分比小数
	string damage;
	//玩家获得荣誉
	int32 rongyu;
	//玩家获得银两
	int32 money;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqEnterThreadMessage : public Message
{
	public:
	ReqEnterThreadMessage();
	~ReqEnterThreadMessage();
	void reset();
	ReqEnterThreadMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMsgWorkMessage : public Message
{
	public:
	ReqMsgWorkMessage();
	~ReqMsgWorkMessage();
	void reset();
	ReqMsgWorkMessage* clone();
	static const int _ID;
	//消息内容
	std::string content;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqPlayFightLogMessage : public Message
{
	public:
	ReqPlayFightLogMessage();
	~ReqPlayFightLogMessage();
	void reset();
	ReqPlayFightLogMessage* clone();
	static const int _ID;
	//录像的id
	int64 fightId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResActivityTitleMessage : public Message
{
	public:
	ResActivityTitleMessage();
	~ResActivityTitleMessage();
	void reset();
	ResActivityTitleMessage* clone();
	static const int _ID;
	//当前活动称号
	vector<TitleByTimeBean*> titles;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqEnterGangMessage : public Message
{
	public:
	ReqEnterGangMessage();
	~ReqEnterGangMessage();
	void reset();
	ReqEnterGangMessage* clone();
	static const int _ID;
	//帮会id
	int64 gangId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class SelfKungfuInfo : public Bean
{
	public:
	SelfKungfuInfo();
	~SelfKungfuInfo();
	void reset();
	SelfKungfuInfo* clone();
	//技能id
	int32 skillId;
	//功夫名称
	string kungfuName;
	//伤害系数
	string damageRatio;
	//熟练度
	int32 proficiency;
	//功夫类型1.门派。2江湖
	int8 type;
	//技能种类（普通0,徒手1,武器2,内功3,奇术4）
	int32 dametype;
	//自创武功附加的总效果的参数(伤害系数,效果id1=值,效果id2=值)
	string selfKungfuEffects;
	//自创武功每层附加的效果的参数(伤害系数,效果id1,值,效果id2,值;伤害系数,效果id2,值,效果id2,值)
	string everyLevelEffect;
	//自创武功类型(0.一击致命 1.乱战高手.2.运筹帷幄)
	int32 kungfuStyle;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqWulinPickoutMessage : public Message
{
	public:
	ReqWulinPickoutMessage();
	~ReqWulinPickoutMessage();
	void reset();
	ReqWulinPickoutMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqRanAptitudeMessage : public Message
{
	public:
	ReqRanAptitudeMessage();
	~ReqRanAptitudeMessage();
	void reset();
	ReqRanAptitudeMessage* clone();
	static const int _ID;
	//道具物品id
	int64 goodId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSLLLoginMessage : public Message
{
	public:
	ReqSLLLoginMessage();
	~ReqSLLLoginMessage();
	void reset();
	ReqSLLLoginMessage* clone();
	static const int _ID;
	//用户注册或登录后返回的 token 参数。
	std::string accessToken;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResGangFightRankMessage : public Message
{
	public:
	ResGangFightRankMessage();
	~ResGangFightRankMessage();
	void reset();
	ResGangFightRankMessage* clone();
	static const int _ID;
	//自己的帮会id
	int64 gangId;
	//帮会排行
	vector<GangFightRankBean*> gangFightRankBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ReqSaveGuaJiSetingMessage : public Message
{
	public:
	ReqSaveGuaJiSetingMessage();
	~ReqSaveGuaJiSetingMessage();
	void reset();
	ReqSaveGuaJiSetingMessage* clone();
	static const int _ID;
	//挂机设置
	GuaJiSetBean* guaJiSetBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqForgetSelfKungfuMessage : public Message
{
	public:
	ReqForgetSelfKungfuMessage();
	~ReqForgetSelfKungfuMessage();
	void reset();
	ReqForgetSelfKungfuMessage* clone();
	static const int _ID;
	//技能id
	int32 skillId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSendPublicFightRankMessage : public Message
{
	public:
	ReqSendPublicFightRankMessage();
	~ReqSendPublicFightRankMessage();
	void reset();
	ReqSendPublicFightRankMessage* clone();
	static const int _ID;
	//1当前排行 2总排行
	int8 type;
	//总排行信息
	std::string rankInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqLockEquipMessage : public Message
{
	public:
	ReqLockEquipMessage();
	~ReqLockEquipMessage();
	void reset();
	ReqLockEquipMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqAYXLoginMessage : public Message
{
	public:
	ReqAYXLoginMessage();
	~ReqAYXLoginMessage();
	void reset();
	ReqAYXLoginMessage* clone();
	static const int _ID;
	//登录授权码
	std::string code;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMySignMessage : public Message
{
	public:
	ReqMySignMessage();
	~ReqMySignMessage();
	void reset();
	ReqMySignMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqShaoDangMessage : public Message
{
	public:
	ReqShaoDangMessage();
	~ReqShaoDangMessage();
	void reset();
	ReqShaoDangMessage* clone();
	static const int _ID;
	//扫荡的地图id
	int32 mapId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResOnePlayerUpMessage : public Message
{
	public:
	ResOnePlayerUpMessage();
	~ResOnePlayerUpMessage();
	void reset();
	ResOnePlayerUpMessage* clone();
	static const int _ID;
	//个人天下第一信息
	AreaBean* areaBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqUpDanTianMessage : public Message
{
	public:
	ReqUpDanTianMessage();
	~ReqUpDanTianMessage();
	void reset();
	ReqUpDanTianMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenWorldBossMessage : public Message
{
	public:
	ReqOpenWorldBossMessage();
	~ReqOpenWorldBossMessage();
	void reset();
	ReqOpenWorldBossMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MenPaiBean : public Bean
{
	public:
	MenPaiBean();
	~MenPaiBean();
	void reset();
	MenPaiBean* clone();
	//角色id
	int64 playerId;
	//角色名称
	string playerName;
	//职业类型
	int8 playerType;
	//战斗力
	int32 playerForce;
	//名次
	int32 playerPlace;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqGangFightApplyMessage : public Message
{
	public:
	ReqGangFightApplyMessage();
	~ReqGangFightApplyMessage();
	void reset();
	ReqGangFightApplyMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResUpTokenMessage : public Message
{
	public:
	ResUpTokenMessage();
	~ResUpTokenMessage();
	void reset();
	ResUpTokenMessage* clone();
	static const int _ID;
	//令牌信息
	vector<UpToken*> upToken;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResRanAptitudeMessage : public Message
{
	public:
	ResRanAptitudeMessage();
	~ResRanAptitudeMessage();
	void reset();
	ResRanAptitudeMessage* clone();
	static const int _ID;
	//随机的资质属性
	vector<AptitudeInfo*> ranAttribute;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResWearTitleMessage : public Message
{
	public:
	ResWearTitleMessage();
	~ResWearTitleMessage();
	void reset();
	ResWearTitleMessage* clone();
	static const int _ID;
	//当前穿戴称号资源id
	vector<TitleBean*> titles;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class YaoJiangGoods : public Bean
{
	public:
	YaoJiangGoods();
	~YaoJiangGoods();
	void reset();
	YaoJiangGoods* clone();
	//获得奖励sid(摇奖表)
	int32 sid;
	//道具id(0标示没有)
	int32 propId;
	//获得元宝(0标示没有)
	int32 dollar;
	//获得银币(0标示没有)
	int32 money;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqUpPinJieMessage : public Message
{
	public:
	ReqUpPinJieMessage();
	~ReqUpPinJieMessage();
	void reset();
	ReqUpPinJieMessage* clone();
	static const int _ID;
	//提示经脉类型:1.任脉(力量),2.冲脉(体质),3.带脉(耐力),4.督脉(智力)
	int8 jingMailType;
	//是否使用元宝0不使用 1使用
	int8 isUseYuanbao;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqGnagBeanMessage : public Message
{
	public:
	ReqGnagBeanMessage();
	~ReqGnagBeanMessage();
	void reset();
	ReqGnagBeanMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOPPOLoginMessage : public Message
{
	public:
	ReqOPPOLoginMessage();
	~ReqOPPOLoginMessage();
	void reset();
	ReqOPPOLoginMessage* clone();
	static const int _ID;
	//登录数据
	std::string data;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class InviteTeamInfoBean : public Bean
{
	public:
	InviteTeamInfoBean();
	~InviteTeamInfoBean();
	void reset();
	InviteTeamInfoBean* clone();
	//求组角色id
	int64 playerId;
	//求组角色名称
	string playerName;
	//角色等级
	int16 playerLv;
	//职业
	int8 playerType;
	//求组角色战斗力
	int32 playerForce;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResWulinFight2Message : public Message
{
	public:
	ResWulinFight2Message();
	~ResWulinFight2Message();
	void reset();
	ResWulinFight2Message* clone();
	static const int _ID;
	//第一轮 1/8决赛 (共8对)
	vector<WulinFightPair*> round1;
	//第二轮 1/4决赛 (共4对)
	vector<WulinFightPair*> round2;
	//第三轮 半决赛 (共2对)
	vector<WulinFightPair*> round3;
	//三四名赛
	vector<WulinFightPair*> round4;
	//决赛
	vector<WulinFightPair*> round5;
	//0:正常取数据  1:淘汰赛未开启
	int32 state;
	//0:可鼓励  1:已经鼓励过不可鼓励
	int32 encourage;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqInlayAllMessage : public Message
{
	public:
	ReqInlayAllMessage();
	~ReqInlayAllMessage();
	void reset();
	ReqInlayAllMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResAreaMatchingMessage : public Message
{
	public:
	ResAreaMatchingMessage();
	~ResAreaMatchingMessage();
	void reset();
	ResAreaMatchingMessage* clone();
	static const int _ID;
	//竞技匹配的玩家信息
	vector<AreaBean*> areaBeans;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMenPaiFightMessage : public Message
{
	public:
	ReqMenPaiFightMessage();
	~ReqMenPaiFightMessage();
	void reset();
	ReqMenPaiFightMessage* clone();
	static const int _ID;
	//挑战的玩家id
	int64 toPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqExchangeMoneyMessage : public Message
{
	public:
	ReqExchangeMoneyMessage();
	~ReqExchangeMoneyMessage();
	void reset();
	ReqExchangeMoneyMessage* clone();
	static const int _ID;
	//0.全部兑换,1.兑换一次
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class WulinPlayer : public Bean
{
	public:
	WulinPlayer();
	~WulinPlayer();
	void reset();
	WulinPlayer* clone();
	//角色id
	int64 playerId;
	//名称
	string playerName;
	//等级
	int32 level;
	//战斗力
	int32 fightForce;
	//已被鼓励次数
	int32 encourage;
	//已被鼓励的加成百分比
	int32 encourageAdd;
	//猜测赢  0-无  1-猜测赢
	int8 guess;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqIntensifyEquipMessage : public Message
{
	public:
	ReqIntensifyEquipMessage();
	~ReqIntensifyEquipMessage();
	void reset();
	ReqIntensifyEquipMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	//使用幸运符数量
	int8 propNum;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqFinishMessage : public Message
{
	public:
	ReqFinishMessage();
	~ReqFinishMessage();
	void reset();
	ReqFinishMessage* clone();
	static const int _ID;
	//任务资源id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqBuyActivityGoodsMessage : public Message
{
	public:
	ReqBuyActivityGoodsMessage();
	~ReqBuyActivityGoodsMessage();
	void reset();
	ReqBuyActivityGoodsMessage* clone();
	static const int _ID;
	//购买的商店物品(1特惠商城 2暗金商城)
	int8 type;
	//购买的商品id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//
//


class ResKungfuBackMessage : public Message
{
	public:
	ResKungfuBackMessage();
	~ResKungfuBackMessage();
	void reset();
	ResKungfuBackMessage* clone();
	static const int _ID;
	//已学习的所有技能
	vector<KungfuInfo*> kungfuInfos;
	//门派格子
	vector<KungfuGrid*> mengpaiGrid;
	//江湖格子
	vector<KungfuGrid*> jianghuGrid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqAgentMessage : public Message
{
	public:
	ReqAgentMessage();
	~ReqAgentMessage();
	void reset();
	ReqAgentMessage* clone();
	static const int _ID;
	//我们的订单号
	int64 myorderId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSendPresentMessage : public Message
{
	public:
	ReqSendPresentMessage();
	~ReqSendPresentMessage();
	void reset();
	ReqSendPresentMessage* clone();
	static const int _ID;
	//送礼给的好友
	int64 toPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqGangListMessage : public Message
{
	public:
	ReqGangListMessage();
	~ReqGangListMessage();
	void reset();
	ReqGangListMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqJoinTeamMessage : public Message
{
	public:
	ReqJoinTeamMessage();
	~ReqJoinTeamMessage();
	void reset();
	ReqJoinTeamMessage* clone();
	static const int _ID;
	//创建队伍的目标
	int64 tagPlayer;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqPublicFightMessage : public Message
{
	public:
	ReqPublicFightMessage();
	~ReqPublicFightMessage();
	void reset();
	ReqPublicFightMessage* clone();
	static const int _ID;
	//公共服时间
	int64 time;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqInlayMessage : public Message
{
	public:
	ReqInlayMessage();
	~ReqInlayMessage();
	void reset();
	ReqInlayMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	//宝石动态id
	int64 propId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResDelApplyMsgMessage : public Message
{
	public:
	ResDelApplyMsgMessage();
	~ResDelApplyMsgMessage();
	void reset();
	ResDelApplyMsgMessage* clone();
	static const int _ID;
	//消息记录id
	int64 recordId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMsgPlayerMessage : public Message
{
	public:
	ReqMsgPlayerMessage();
	~ReqMsgPlayerMessage();
	void reset();
	ReqMsgPlayerMessage* clone();
	static const int _ID;
	//玩家id
	int64 playerId;
	//消息内容
	std::string content;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenGemsLevelActivityMessage : public Message
{
	public:
	ReqOpenGemsLevelActivityMessage();
	~ReqOpenGemsLevelActivityMessage();
	void reset();
	ReqOpenGemsLevelActivityMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqYaoWangRankMessage : public Message
{
	public:
	ReqYaoWangRankMessage();
	~ReqYaoWangRankMessage();
	void reset();
	ReqYaoWangRankMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResWulinPickoutMessage : public Message
{
	public:
	ResWulinPickoutMessage();
	~ResWulinPickoutMessage();
	void reset();
	ResWulinPickoutMessage* clone();
	static const int _ID;
	//个人比武排名前20的玩家
	std::string players;
	//服务器id
	int32 serverId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResOpenGemsLevelActivityMessage : public Message
{
	public:
	ResOpenGemsLevelActivityMessage();
	~ResOpenGemsLevelActivityMessage();
	void reset();
	ResOpenGemsLevelActivityMessage* clone();
	static const int _ID;
	//宝石共鸣礼包状态，礼包ID:状态,例: 28:0,29:1  0-不可领取 1-已领取 2-可领取
	std::string status;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqDischargeKungfuMessage : public Message
{
	public:
	ReqDischargeKungfuMessage();
	~ReqDischargeKungfuMessage();
	void reset();
	ReqDischargeKungfuMessage* clone();
	static const int _ID;
	//格子id
	int64 gridId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSendGangMailMessage : public Message
{
	public:
	ReqSendGangMailMessage();
	~ReqSendGangMailMessage();
	void reset();
	ReqSendGangMailMessage* clone();
	static const int _ID;
	//内容
	std::string msg;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class YaoWangRankBean : public Bean
{
	public:
	YaoWangRankBean();
	~YaoWangRankBean();
	void reset();
	YaoWangRankBean* clone();
	//排行标示1-7
	int8 rankTag;
	//玩家名称
	string playerName;
	//玩家id
	int64 playerId;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqReleaseInviteMessage : public Message
{
	public:
	ReqReleaseInviteMessage();
	~ReqReleaseInviteMessage();
	void reset();
	ReqReleaseInviteMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResMyMemberMessage : public Message
{
	public:
	ResMyMemberMessage();
	~ResMyMemberMessage();
	void reset();
	ResMyMemberMessage* clone();
	static const int _ID;
	//1添加 3更新
	int8 type;
	//更新的成员信息
	MemberBean* memberBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class GuaJiSetBean : public Bean
{
	public:
	GuaJiSetBean();
	~GuaJiSetBean();
	void reset();
	GuaJiSetBean* clone();
	//是否出售白色装备0否。1是
	int8 sellBaise;
	//是否出售绿色装备0否。1是
	int8 sellLvse;
	//是否出售蓝色装备0否。1是
	int8 sellLanse;
	//是否出售紫色装备0否。1是
	int8 sellZise;
	//是不是本职业0否,1是
	int8 sellNOThis;
	//是否关闭聊天0否1是
	int8 isMsg;
	//是否显示自己地址0否，1是
	int8 isAddress;
	//是否关闭音乐0否，1是
	int8 isMusic;
	//是否关闭音效0否，1是
	int8 isMusicEffect;
	//邀请入队对方战力
	int32 force;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class WulinFightPair : public Bean
{
	public:
	WulinFightPair();
	~WulinFightPair();
	void reset();
	WulinFightPair* clone();
	//对阵双方

	vector<WulinPlayer*> wulinPlayer;
	//日志编号,如果为0则表示还没进行
	int64 fightLogNum;
	//胜者ID 0为还没打
	int64 victor;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResYaoJiangItemMessage : public Message
{
	public:
	ResYaoJiangItemMessage();
	~ResYaoJiangItemMessage();
	void reset();
	ResYaoJiangItemMessage* clone();
	static const int _ID;
	//摇奖获得物品
	vector<YaoJiangGoods*> yaoJiangGoods;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqAreaMatchingMessage : public Message
{
	public:
	ReqAreaMatchingMessage();
	~ReqAreaMatchingMessage();
	void reset();
	ReqAreaMatchingMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResOtherStatusMessage : public Message
{
	public:
	ResOtherStatusMessage();
	~ResOtherStatusMessage();
	void reset();
	ResOtherStatusMessage* clone();
	static const int _ID;
	//1。添加。2删除
	int8 type;
	//状态值
	int32 otherStatus;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResGangListsMessage : public Message
{
	public:
	ResGangListsMessage();
	~ResGangListsMessage();
	void reset();
	ResGangListsMessage* clone();
	static const int _ID;
	//帮会列表
	vector<GangList*> gangLists;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResPlayerWearEquipMessage : public Message
{
	public:
	ResPlayerWearEquipMessage();
	~ResPlayerWearEquipMessage();
	void reset();
	ResPlayerWearEquipMessage* clone();
	static const int _ID;
	//穿戴装备信息
	vector<EquipInfo*> equis;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqYJLoginMessage : public Message
{
	public:
	ReqYJLoginMessage();
	~ReqYJLoginMessage();
	void reset();
	ReqYJLoginMessage* clone();
	static const int _ID;
	//渠道类型
	int8 type;
	//用户在渠道上面的编号
	std::string uin;
	//渠道返回给客户端的SessionId
	std::string sess;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResOtherWerarTitleMessage : public Message
{
	public:
	ResOtherWerarTitleMessage();
	~ResOtherWerarTitleMessage();
	void reset();
	ResOtherWerarTitleMessage* clone();
	static const int _ID;
	//当前穿戴称号资源id
	vector<TitleBean*> titles;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResOtherKungfuMessage : public Message
{
	public:
	ResOtherKungfuMessage();
	~ResOtherKungfuMessage();
	void reset();
	ResOtherKungfuMessage* clone();
	static const int _ID;
	//佩戴的技能id
	vector<int32> skillId;
	//自创武功名字
	std::string selfKungfuName;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqResolvePropMessage : public Message
{
	public:
	ReqResolvePropMessage();
	~ReqResolvePropMessage();
	void reset();
	ReqResolvePropMessage* clone();
	static const int _ID;
	//分解的道具id
	int64 propId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class PropUseNum : public Bean
{
	public:
	PropUseNum();
	~PropUseNum();
	void reset();
	PropUseNum* clone();
	//道具id
	int32 propId;
	//道具剩余使用数量
	int8 propNum;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqExitMessage : public Message
{
	public:
	ReqExitMessage();
	~ReqExitMessage();
	void reset();
	ReqExitMessage* clone();
	static const int _ID;
	//0表示退出，1表示踢出
	int64 exitPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class KungFuAndEquip : public Bean
{
	public:
	KungFuAndEquip();
	~KungFuAndEquip();
	void reset();
	KungFuAndEquip* clone();
	//组合id
	int8 effect;
	//添加的值
	int32 value;
	//组合功夫的id
	int32 kungfuId;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqWearTokenMessage : public Message
{
	public:
	ReqWearTokenMessage();
	~ReqWearTokenMessage();
	void reset();
	ReqWearTokenMessage* clone();
	static const int _ID;
	//令牌动态id
	int64 tokenId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ReqUpSelfKungfuLvMessage : public Message
{
	public:
	ReqUpSelfKungfuLvMessage();
	~ReqUpSelfKungfuLvMessage();
	void reset();
	ReqUpSelfKungfuLvMessage* clone();
	static const int _ID;
	//技能id
	int32 skillId;
	//参与升级的武功秘籍id
	vector<int64> bookId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MailBean : public Bean
{
	public:
	MailBean();
	~MailBean();
	void reset();
	MailBean* clone();
	//邮件id
	int64 mailId;
	//标题
	string title;
	//内容
	string content;
	//邮件物品

	vector<GoodsBean*> goodsBean;
	//是否已读0未读1已读
	int8 isRead;
	//获得邮件时间
	string createTime;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqAttackWorldBossMessage : public Message
{
	public:
	ReqAttackWorldBossMessage();
	~ReqAttackWorldBossMessage();
	void reset();
	ReqAttackWorldBossMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ReqConnGameServerMessage : public Message
{
	public:
	ReqConnGameServerMessage();
	~ReqConnGameServerMessage();
	void reset();
	ReqConnGameServerMessage* clone();
	static const int _ID;
	//服务器信息
	ServerInfo* serverInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class TeamPlayer : public Bean
{
	public:
	TeamPlayer();
	~TeamPlayer();
	void reset();
	TeamPlayer* clone();
	//角色id
	int64 playerId;
	//头像id
	int32 headId;
	//角色名称
	string playerName;
	//等级
	int16 level;
	//战斗力
	int32 force;
	//留言
	string msgs;
	//穿戴的称号

	vector<int32> titleIds;
	//称号
	int16 title;
	//是否上阵0否1是
	int8 isBattle;
	//是否在线0否1是
	int8 isOnline;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//


class ResWulinPlayerInfoMessage : public Message
{
	public:
	ResWulinPlayerInfoMessage();
	~ResWulinPlayerInfoMessage();
	void reset();
	ResWulinPlayerInfoMessage* clone();
	static const int _ID;
	//角色信息列表
	vector<std::string> players;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResServerOpenDayMessage : public Message
{
	public:
	ResServerOpenDayMessage();
	~ResServerOpenDayMessage();
	void reset();
	ResServerOpenDayMessage* clone();
	static const int _ID;
	//服务器已开启多少天
	int32 openDay;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResItemInfoMessage : public Message
{
	public:
	ResItemInfoMessage();
	~ResItemInfoMessage();
	void reset();
	ResItemInfoMessage* clone();
	static const int _ID;
	//变化类型1.添加。2删除。3更新
	int8 type;
	//单个物品变化信息
	ItemInfo* itemInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqBuyGrowUpFundMessage : public Message
{
	public:
	ReqBuyGrowUpFundMessage();
	~ReqBuyGrowUpFundMessage();
	void reset();
	ReqBuyGrowUpFundMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqPlayMoneyMessage : public Message
{
	public:
	ReqPlayMoneyMessage();
	~ReqPlayMoneyMessage();
	void reset();
	ReqPlayMoneyMessage* clone();
	static const int _ID;
	//充值金额id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqEnterMapMessage : public Message
{
	public:
	ReqEnterMapMessage();
	~ReqEnterMapMessage();
	void reset();
	ReqEnterMapMessage* clone();
	static const int _ID;
	//副本id标示
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResUpFirstPlayMessage : public Message
{
	public:
	ResUpFirstPlayMessage();
	~ResUpFirstPlayMessage();
	void reset();
	ResUpFirstPlayMessage* clone();
	static const int _ID;
	//首次充值信息
	FirstPlay* firstPlay;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class PlayerAttbute : public Bean
{
	public:
	PlayerAttbute();
	~PlayerAttbute();
	void reset();
	PlayerAttbute* clone();
	//人物属性类型
	int16 configAttType;
	//人物属性值
	int32 configAttValue;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ItemInfo : public Bean
{
	public:
	ItemInfo();
	~ItemInfo();
	void reset();
	ItemInfo* clone();
	//物品动态id
	int64 id;
	//资源id
	int32 resourtId;
	//幸运值
	int8 luckNum;
	//拥有物品数量
	int32 itemNum;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqFightMMLogMessage : public Message
{
	public:
	ReqFightMMLogMessage();
	~ReqFightMMLogMessage();
	void reset();
	ReqFightMMLogMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class TaskBean : public Bean
{
	public:
	TaskBean();
	~TaskBean();
	void reset();
	TaskBean* clone();
	//任务资源id
	int32 sid;
	//任务当前状态0未完成。1已完成
	int8 status;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResPassLvGiftMessage : public Message
{
	public:
	ResPassLvGiftMessage();
	~ResPassLvGiftMessage();
	void reset();
	ResPassLvGiftMessage* clone();
	static const int _ID;
	//领取成功的礼包
	int16 lvGiftId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResUpJingMaiInfoMessage : public Message
{
	public:
	ResUpJingMaiInfoMessage();
	~ResUpJingMaiInfoMessage();
	void reset();
	ResUpJingMaiInfoMessage* clone();
	static const int _ID;
	//经脉详细
	vector<JingMaiDetailBean*> jingMaiDetail;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//
//


class ResSelfKungfuBackMessage : public Message
{
	public:
	ResSelfKungfuBackMessage();
	~ResSelfKungfuBackMessage();
	void reset();
	ResSelfKungfuBackMessage* clone();
	static const int _ID;
	//已学习的所有自学武功技能
	vector<SelfKungfuInfo*> selfKungfuInfos;
	//门派格子
	vector<KungfuGrid*> mengpaiGrid;
	//江湖格子
	vector<KungfuGrid*> jianghuGrid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqDLLoginMessage : public Message
{
	public:
	ReqDLLoginMessage();
	~ReqDLLoginMessage();
	void reset();
	ReqDLLoginMessage* clone();
	static const int _ID;
	//用户注册或登录后返回的 mid
	int64 mid;
	//用户注册或登录后返回的 token 参数。
	std::string token;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqPlayYearCardMessage : public Message
{
	public:
	ReqPlayYearCardMessage();
	~ReqPlayYearCardMessage();
	void reset();
	ReqPlayYearCardMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqVipGetSkillMessage : public Message
{
	public:
	ReqVipGetSkillMessage();
	~ReqVipGetSkillMessage();
	void reset();
	ReqVipGetSkillMessage* clone();
	static const int _ID;
	//江湖武学道具id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MiningAddress : public Bean
{
	public:
	MiningAddress();
	~MiningAddress();
	void reset();
	MiningAddress* clone();
	//矿点编号
	int8 addressNum;
	//矿点星级(1-5星)
	int8 miningType;
	//占领矿点的玩家id
	int64 toPlayerId;
	//占领矿点的玩家名称
	string toPlayerName;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResMsgCodeMessage : public Message
{
	public:
	ResMsgCodeMessage();
	~ResMsgCodeMessage();
	void reset();
	ResMsgCodeMessage* clone();
	static const int _ID;
	//提示消息号
	int32 code;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqLoginMessage : public Message
{
	public:
	ReqLoginMessage();
	~ReqLoginMessage();
	void reset();
	ReqLoginMessage* clone();
	static const int _ID;
	//登陆服务器id
	int32 createServerId;
	//用户名
	std::string username;
	//密码
	std::string userpass;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ReqXiLianAnJinMessage : public Message
{
	public:
	ReqXiLianAnJinMessage();
	~ReqXiLianAnJinMessage();
	void reset();
	ReqXiLianAnJinMessage* clone();
	static const int _ID;
	//装备id
	int64 equipId;
	//属性类型
	vector<int16> attType;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqUpKungfuLvMessage : public Message
{
	public:
	ReqUpKungfuLvMessage();
	~ReqUpKungfuLvMessage();
	void reset();
	ReqUpKungfuLvMessage* clone();
	static const int _ID;
	//技能id
	int32 skillId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class AreaBean : public Bean
{
	public:
	AreaBean();
	~AreaBean();
	void reset();
	AreaBean* clone();
	//角色id
	int64 playerId;
	//角色的职业
	int8 playerType;
	//角色名称
	string name;
	//角色战斗力
	int32 firstForce;
	//当前名次
	int32 firstPlace;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqMySignInMessage : public Message
{
	public:
	ReqMySignInMessage();
	~ReqMySignInMessage();
	void reset();
	ReqMySignInMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MyHireBean : public Bean
{
	public:
	MyHireBean();
	~MyHireBean();
	void reset();
	MyHireBean* clone();
	//玩家id
	int64 toPlayer;
	//名称
	string name;
	//战力
	int32 force;
	//角色等级
	int32 playerLv;
	//角色职业
	int8 playerType;
	//是否上阵0否1是
	int8 isBattle;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqYaoJiangMessage : public Message
{
	public:
	ReqYaoJiangMessage();
	~ReqYaoJiangMessage();
	void reset();
	ReqYaoJiangMessage* clone();
	static const int _ID;
	//是否10连抽0否1是
	int8 isContinuous;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResUpEquiMessage : public Message
{
	public:
	ResUpEquiMessage();
	~ResUpEquiMessage();
	void reset();
	ResUpEquiMessage* clone();
	static const int _ID;
	//变化类型1.添加。2删除。3更新
	int8 type;
	//更新过后的装备
	EquipInfo* equipInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResSoloAreaMessage : public Message
{
	public:
	ResSoloAreaMessage();
	~ResSoloAreaMessage();
	void reset();
	ResSoloAreaMessage* clone();
	static const int _ID;
	//个人排名
	int32 place;
	//个人天下第一信息
	AreaBean* areaBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ActivitGoods : public Bean
{
	public:
	ActivitGoods();
	~ActivitGoods();
	void reset();
	ActivitGoods* clone();
	//1.装备,2.道具。3.银两,4.元宝,5.令牌,6.荣誉,7.声望
	int8 type;
	//物品id(装备。道具，令牌才有其他为0)
	int32 modelId;
	//数量以及元宝等
	int32 num;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResSubstituteMessage : public Message
{
	public:
	ResSubstituteMessage();
	~ResSubstituteMessage();
	void reset();
	ResSubstituteMessage* clone();
	static const int _ID;
	//ip地址
	std::string ip;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqCreateGangMessage : public Message
{
	public:
	ReqCreateGangMessage();
	~ReqCreateGangMessage();
	void reset();
	ReqCreateGangMessage* clone();
	static const int _ID;
	//帮会名称
	std::string gangName;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqStartFightMessage : public Message
{
	public:
	ReqStartFightMessage();
	~ReqStartFightMessage();
	void reset();
	ReqStartFightMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResOtherWearTokenMessage : public Message
{
	public:
	ResOtherWearTokenMessage();
	~ResOtherWearTokenMessage();
	void reset();
	ResOtherWearTokenMessage* clone();
	static const int _ID;
	//穿戴令牌信息
	TokenInfo* tokenInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqInjectZhenQiMessage : public Message
{
	public:
	ReqInjectZhenQiMessage();
	~ReqInjectZhenQiMessage();
	void reset();
	ReqInjectZhenQiMessage* clone();
	static const int _ID;
	//1.任脉(力量),2.冲脉(体质),3.带脉(耐力),4.督脉(智力)
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResAllTasksMessage : public Message
{
	public:
	ResAllTasksMessage();
	~ResAllTasksMessage();
	void reset();
	ResAllTasksMessage* clone();
	static const int _ID;
	//所有任务
	vector<TaskBean*> allTasks;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqYJDLLoginMessage : public Message
{
	public:
	ReqYJDLLoginMessage();
	~ReqYJDLLoginMessage();
	void reset();
	ReqYJDLLoginMessage* clone();
	static const int _ID;
	//渠道返回信息唯一标示
	std::string uid;
	//sessionId
	std::string sessid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOtherInfoMessage : public Message
{
	public:
	ReqOtherInfoMessage();
	~ReqOtherInfoMessage();
	void reset();
	ReqOtherInfoMessage* clone();
	static const int _ID;
	//它人角色id
	int64 otherPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqEexFightResultMessage : public Message
{
	public:
	ReqEexFightResultMessage();
	~ReqEexFightResultMessage();
	void reset();
	ReqEexFightResultMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResFightBossRateMessage : public Message
{
	public:
	ResFightBossRateMessage();
	~ResFightBossRateMessage();
	void reset();
	ResFightBossRateMessage* clone();
	static const int _ID;
	//普通胜率
	int8 putongRate;
	//精英胜率
	int8 jingyingRate;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ReqWulinFirstRoundArrangeMessage : public Message
{
	public:
	ReqWulinFirstRoundArrangeMessage();
	~ReqWulinFirstRoundArrangeMessage();
	void reset();
	ReqWulinFirstRoundArrangeMessage* clone();
	static const int _ID;
	//参战信息
	vector<WulinPair*> pair;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqGangMsgMessage : public Message
{
	public:
	ReqGangMsgMessage();
	~ReqGangMsgMessage();
	void reset();
	ReqGangMsgMessage* clone();
	static const int _ID;
	//消息内容
	std::string content;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqPlayerBuffMessage : public Message
{
	public:
	ReqPlayerBuffMessage();
	~ReqPlayerBuffMessage();
	void reset();
	ReqPlayerBuffMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResShaoDangResultMessage : public Message
{
	public:
	ResShaoDangResultMessage();
	~ResShaoDangResultMessage();
	void reset();
	ResShaoDangResultMessage* clone();
	static const int _ID;
	//经验
	int32 exp;
	//银币
	int32 money;
	//出售获得银币
	int32 sellMoney;
	//战斗获得物品
	vector<FightGoods*> fightGoods;
	//真气
	int32 zhenqi;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MyFriendBean : public Bean
{
	public:
	MyFriendBean();
	~MyFriendBean();
	void reset();
	MyFriendBean* clone();
	//好友id
	int64 playerId;
	//好友名称
	string name;
	//好友vip等级
	int8 vipLv;
	//好友战力
	int32 force;
	//友好度
	int32 loveNum;
	//角色等级
	int32 playerLv;
	//角色职业
	int8 playerType;
	//是否在线0否1是
	int8 isOnline;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResGMmsgMessage : public Message
{
	public:
	ResGMmsgMessage();
	~ResGMmsgMessage();
	void reset();
	ResGMmsgMessage* clone();
	static const int _ID;
	//操作描述
	std::string msg;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqWulinRankMessage : public Message
{
	public:
	ReqWulinRankMessage();
	~ReqWulinRankMessage();
	void reset();
	ReqWulinRankMessage* clone();
	static const int _ID;
	//1新手组 2高手组 3宗师组
	int32 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResServerLvMessage : public Message
{
	public:
	ResServerLvMessage();
	~ResServerLvMessage();
	void reset();
	ResServerLvMessage* clone();
	static const int _ID;
	//服务器当前等级
	int16 serverLv;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResUpBufMessage : public Message
{
	public:
	ResUpBufMessage();
	~ResUpBufMessage();
	void reset();
	ResUpBufMessage* clone();
	static const int _ID;
	//更新类型1.添加,2.删除,3.更新
	int8 type;
	//角色拥有buff
	vector<PlayerBufferBean*> playerBufferBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqBuyVIPBoxMessage : public Message
{
	public:
	ReqBuyVIPBoxMessage();
	~ReqBuyVIPBoxMessage();
	void reset();
	ReqBuyVIPBoxMessage* clone();
	static const int _ID;
	//礼包的id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqBaiduLoginMessage : public Message
{
	public:
	ReqBaiduLoginMessage();
	~ReqBaiduLoginMessage();
	void reset();
	ReqBaiduLoginMessage* clone();
	static const int _ID;
	//登录令牌
	std::string accessToken;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqGangFightRankMessage : public Message
{
	public:
	ReqGangFightRankMessage();
	~ReqGangFightRankMessage();
	void reset();
	ReqGangFightRankMessage* clone();
	static const int _ID;
	//获取类型（1本次帮战 2上次帮战）
	int8 type;
	//1-5战区 0表示第一次打开自动选择战区
	int8 domain;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class WulinPair : public Bean
{
	public:
	WulinPair();
	~WulinPair();
	void reset();
	WulinPair* clone();
	//id
	int32 id;
	//参赛双方

	vector<WulinFighter*> player;
	//预计战斗时间
	int64 time;
	//日志编号
	int64 fightLogNum;
	//对战结果
	string fightlog;
	//1新手组 2高手组 3宗师组
	int32 type;
	//胜者ID 0为还没打
	int64 victor;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResAreaFightLogsMessage : public Message
{
	public:
	ResAreaFightLogsMessage();
	~ResAreaFightLogsMessage();
	void reset();
	ResAreaFightLogsMessage* clone();
	static const int _ID;
	//个人 被挑战日志列表
	vector<AreaFightLog*> areaFightLogs;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenLuckMessage : public Message
{
	public:
	ReqOpenLuckMessage();
	~ReqOpenLuckMessage();
	void reset();
	ReqOpenLuckMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResWorldBossResultMessage : public Message
{
	public:
	ResWorldBossResultMessage();
	~ResWorldBossResultMessage();
	void reset();
	ResWorldBossResultMessage* clone();
	static const int _ID;
	//战斗类型1。普通。2特殊。3强制
	int8 fightType;
	//0失败 1成功
	int8 isSucceed;
	//所有对战信息日志
	vector<VsInfoLog*> vsInfoLog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResAllActivityMessage : public Message
{
	public:
	ResAllActivityMessage();
	~ResAllActivityMessage();
	void reset();
	ResAllActivityMessage* clone();
	static const int _ID;
	//活动信息
	vector<Activity*> activitys;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqRefreshGoodsMessage : public Message
{
	public:
	ReqRefreshGoodsMessage();
	~ReqRefreshGoodsMessage();
	void reset();
	ReqRefreshGoodsMessage* clone();
	static const int _ID;
	//1.刷新商城物品。2刷新比武切磋兑换物品
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqDuiHuanMMPropMessage : public Message
{
	public:
	ReqDuiHuanMMPropMessage();
	~ReqDuiHuanMMPropMessage();
	void reset();
	ReqDuiHuanMMPropMessage* clone();
	static const int _ID;
	//道具id
	int32 propId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResExchangeGoodsMessage : public Message
{
	public:
	ResExchangeGoodsMessage();
	~ResExchangeGoodsMessage();
	void reset();
	ResExchangeGoodsMessage* clone();
	static const int _ID;
	//玩家当前所出售的物品
	vector<SellGoods*> sellGoods;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResEverydayEquipMessage : public Message
{
	public:
	ResEverydayEquipMessage();
	~ResEverydayEquipMessage();
	void reset();
	ResEverydayEquipMessage* clone();
	static const int _ID;
	//可打造装备id
	int32 equipSid;
	//装备评分
	int32 equipNum;
	//附加属性
	vector<AddAttribute*> addAttribute;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqXMWLoginMessage : public Message
{
	public:
	ReqXMWLoginMessage();
	~ReqXMWLoginMessage();
	void reset();
	ReqXMWLoginMessage* clone();
	static const int _ID;
	//授权码
	std::string authorization_code;
	//0登录1刷新
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqUCLoginMessage : public Message
{
	public:
	ReqUCLoginMessage();
	~ReqUCLoginMessage();
	void reset();
	ReqUCLoginMessage* clone();
	static const int _ID;
	//uc登录返回sid
	std::string sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class AptitudeInfo : public Bean
{
	public:
	AptitudeInfo();
	~AptitudeInfo();
	void reset();
	AptitudeInfo* clone();
	//附加属性类型  见装备属性类型
	int8 type;
	//附加属性值
	int32 value;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqBuyXiuLianBufferMessage : public Message
{
	public:
	ReqBuyXiuLianBufferMessage();
	~ReqBuyXiuLianBufferMessage();
	void reset();
	ReqBuyXiuLianBufferMessage* clone();
	static const int _ID;
	//修炼buffId
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqPlayGangYueKaMessage : public Message
{
	public:
	ReqPlayGangYueKaMessage();
	~ReqPlayGangYueKaMessage();
	void reset();
	ReqPlayGangYueKaMessage* clone();
	static const int _ID;
	//给目标玩家充值的玩家id
	int64 targetPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class AddAttribute : public Bean
{
	public:
	AddAttribute();
	~AddAttribute();
	void reset();
	AddAttribute* clone();
	//附加属性类型:1.力量。2体质。3智力。4耐力
	int8 type;
	//附加属性值
	int32 value;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqExitThreadMessage : public Message
{
	public:
	ReqExitThreadMessage();
	~ReqExitThreadMessage();
	void reset();
	ReqExitThreadMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqExpansionBackMessage : public Message
{
	public:
	ReqExpansionBackMessage();
	~ReqExpansionBackMessage();
	void reset();
	ReqExpansionBackMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResFirstMenpaiMessage : public Message
{
	public:
	ResFirstMenpaiMessage();
	~ResFirstMenpaiMessage();
	void reset();
	ResFirstMenpaiMessage* clone();
	static const int _ID;
	//门派匹配玩家的信息
	vector<MenPaiBean*> menPaiBeans;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqEliteBossMessage : public Message
{
	public:
	ReqEliteBossMessage();
	~ReqEliteBossMessage();
	void reset();
	ReqEliteBossMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqDuanZaoEquipMessage : public Message
{
	public:
	ReqDuanZaoEquipMessage();
	~ReqDuanZaoEquipMessage();
	void reset();
	ReqDuanZaoEquipMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	//消耗卷轴id
	int32 scrollId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResWulinFight1Message : public Message
{
	public:
	ResWulinFight1Message();
	~ResWulinFight1Message();
	void reset();
	ResWulinFight1Message* clone();
	static const int _ID;
	//武林大会预选赛记录列表
	vector<WulinFightLog1*> wulinFightLogs;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResFightStatiMessage : public Message
{
	public:
	ResFightStatiMessage();
	~ResFightStatiMessage();
	void reset();
	ResFightStatiMessage* clone();
	static const int _ID;
	//每小时战斗次数
	int16 fightNum;
	//平均战斗时长
	int8 fightTime;
	//胜率
	int8 victorRate;
	//装被掉率
	int8 equipRate;
	//每小时获得经验
	int32 expHours;
	//每小时获得金钱
	int32 moneyHours;
	//每小时获得真气
	int32 zhenqiHours;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqExtensionFriendMessage : public Message
{
	public:
	ReqExtensionFriendMessage();
	~ReqExtensionFriendMessage();
	void reset();
	ReqExtensionFriendMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResReceiveMailsMessage : public Message
{
	public:
	ResReceiveMailsMessage();
	~ResReceiveMailsMessage();
	void reset();
	ResReceiveMailsMessage* clone();
	static const int _ID;
	//变化的单个邮件1.添加。2修改。3删除
	int8 type;
	//玩家收到邮件
	vector<MailBean*> mailBeans;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResReCommListMessage : public Message
{
	public:
	ResReCommListMessage();
	~ResReCommListMessage();
	void reset();
	ResReCommListMessage* clone();
	static const int _ID;
	//推荐信息
	vector<ReCommInfo*> reCommInfos;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqCheckVersionMessage : public Message
{
	public:
	ReqCheckVersionMessage();
	~ReqCheckVersionMessage();
	void reset();
	ReqCheckVersionMessage* clone();
	static const int _ID;
	//平台标示（1熊猫。2uc，3易接，4当乐5.爱游戏6.oppo7.百度。8.小米）
	int8 tag;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqBuyNumberMessage : public Message
{
	public:
	ReqBuyNumberMessage();
	~ReqBuyNumberMessage();
	void reset();
	ReqBuyNumberMessage* clone();
	static const int _ID;
	//购买次数类型：1.剩余挑战boss次数4.剩余团队竞技次数。5。剩余个人竞技次数6.挑战组队副本次数7.门派挑战次数8.矿点挖矿时间
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResOpenGrowUpFundMessage : public Message
{
	public:
	ResOpenGrowUpFundMessage();
	~ResOpenGrowUpFundMessage();
	void reset();
	ResOpenGrowUpFundMessage* clone();
	static const int _ID;
	//是否购买成长基金 0没有，1已购买
	int8 state;
	//已领取基金id
	vector<int32> getAwardList;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenMMWarehouseMessage : public Message
{
	public:
	ReqOpenMMWarehouseMessage();
	~ReqOpenMMWarehouseMessage();
	void reset();
	ReqOpenMMWarehouseMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqTongYongMessage : public Message
{
	public:
	ReqTongYongMessage();
	~ReqTongYongMessage();
	void reset();
	ReqTongYongMessage* clone();
	static const int _ID;
	//通用消息处理标示1.组队留言变为已读
	int8 tag;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResDelMemberMessage : public Message
{
	public:
	ResDelMemberMessage();
	~ResDelMemberMessage();
	void reset();
	ResDelMemberMessage* clone();
	static const int _ID;
	//删除的成员id
	int64 playerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResPlaySuccessMessage : public Message
{
	public:
	ResPlaySuccessMessage();
	~ResPlaySuccessMessage();
	void reset();
	ResPlaySuccessMessage* clone();
	static const int _ID;
	//充值成功金额
	int32 money;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqServerHradMessage : public Message
{
	public:
	ReqServerHradMessage();
	~ReqServerHradMessage();
	void reset();
	ReqServerHradMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMiningAddressTimeMessage : public Message
{
	public:
	ReqMiningAddressTimeMessage();
	~ReqMiningAddressTimeMessage();
	void reset();
	ReqMiningAddressTimeMessage* clone();
	static const int _ID;
	//矿区id
	int32 miningId;
	//矿点id
	int32 miningAddressId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResWearTokenMessage : public Message
{
	public:
	ResWearTokenMessage();
	~ResWearTokenMessage();
	void reset();
	ResWearTokenMessage* clone();
	static const int _ID;
	//穿戴令牌信息
	TokenInfo* tokenInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class GangBean : public Bean
{
	public:
	GangBean();
	~GangBean();
	void reset();
	GangBean* clone();
	//帮会名称
	string gangName;
	//帮会等级
	int8 gangLevel;
	//帮会当前经验
	int32 gangExp;
	//入帮所需战力
	int32 rubangForce;
	//战旗数量
	int32 zhanqiNum;
	//名门剩余挑战次数
	int8 mingmenFightNum;
	//已宣战名门sid，0标示没有
	int32 mingmenMapSid;
	//帮会公告
	string noticeText;
	//帮会成员

	vector<MemberBean*> members;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class UpToken : public Bean
{
	public:
	UpToken();
	~UpToken();
	void reset();
	UpToken* clone();
	//变化类型1.添加。3更新
	int8 type;
	//更新的令牌
	TokenInfo* tokenInfo;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqSendPublicFightResultMessage : public Message
{
	public:
	ReqSendPublicFightResultMessage();
	~ReqSendPublicFightResultMessage();
	void reset();
	ReqSendPublicFightResultMessage* clone();
	static const int _ID;
	//帮会Id
	int64 gangId;
	//积分
	int32 jifen;
	//帮战结果
	std::string fightlog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqConfirmAddAptitudeMessage : public Message
{
	public:
	ReqConfirmAddAptitudeMessage();
	~ReqConfirmAddAptitudeMessage();
	void reset();
	ReqConfirmAddAptitudeMessage* clone();
	static const int _ID;
	//使用随机属性的道具资源id
	int32 propId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReCommInfo : public Bean
{
	public:
	ReCommInfo();
	~ReCommInfo();
	void reset();
	ReCommInfo* clone();
	//推荐id
	int64 playerId;
	//推荐名称
	string name;
	//推荐战力
	int32 force;
	//推荐等级
	int32 playerLv;
	//角色职业
	int8 playerType;
	//穿戴称谓

	vector<int32> titleId;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//


class ResGangInfoMessage : public Message
{
	public:
	ResGangInfoMessage();
	~ResGangInfoMessage();
	void reset();
	ResGangInfoMessage* clone();
	static const int _ID;
	//我的帮会信息成员为0表示没有帮会信息
	GangBean* myGang;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResMenPaiFightLogMessage : public Message
{
	public:
	ResMenPaiFightLogMessage();
	~ResMenPaiFightLogMessage();
	void reset();
	ResMenPaiFightLogMessage* clone();
	static const int _ID;
	//战斗类型1。普通。2特殊。3强制
	int8 fightType;
	//0失败 1成功
	int8 isSucceed;
	//获得名次
	int32 palce;
	//所有对战信息日志
	vector<VsInfoLog*> vsInfoLog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenActivityShopMessage : public Message
{
	public:
	ReqOpenActivityShopMessage();
	~ReqOpenActivityShopMessage();
	void reset();
	ReqOpenActivityShopMessage* clone();
	static const int _ID;
	//要打开的商店类型(1特惠商城 2暗金商城)
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//
//
//


class ResBackpackItemMessage : public Message
{
	public:
	ResBackpackItemMessage();
	~ResBackpackItemMessage();
	void reset();
	ResBackpackItemMessage* clone();
	static const int _ID;
	//背包格子上限
	int32 backNum;
	//背包装备信息
	vector<EquipInfo*> equis;
	//背包物品信息
	vector<ItemInfo*> items;
	//令牌信息
	vector<TokenInfo*> tokens;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqBuyVipGiftMessage : public Message
{
	public:
	ReqBuyVipGiftMessage();
	~ReqBuyVipGiftMessage();
	void reset();
	ReqBuyVipGiftMessage* clone();
	static const int _ID;
	//1.VIP2龙魂礼包,2。VIP3 宝石礼包,3.丹药礼包
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class Req91LoginMessage : public Message
{
	public:
	Req91LoginMessage();
	~Req91LoginMessage();
	void reset();
	Req91LoginMessage* clone();
	static const int _ID;
	//91uin
	std::string uin;
	//渠道返回给客户端的sessionId
	std::string sessionId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResFailureMessage : public Message
{
	public:
	ResFailureMessage();
	~ResFailureMessage();
	void reset();
	ResFailureMessage* clone();
	static const int _ID;
	//功能标示（操作成功功能标示表）
	int32 functionTag;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class SellGoods : public Bean
{
	public:
	SellGoods();
	~SellGoods();
	void reset();
	SellGoods* clone();
	//物品唯一标示
	int8 sid;
	//出售的物品id
	int32 goodsId;
	//出售类型:1元宝。2银币。3荣誉，4声望
	int8 moneyType;
	//折扣
	int8 killType;
	//出售的价格
	int32 money;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqExerciseKungfuMessage : public Message
{
	public:
	ReqExerciseKungfuMessage();
	~ReqExerciseKungfuMessage();
	void reset();
	ReqExerciseKungfuMessage* clone();
	static const int _ID;
	//消耗功夫id
	int32 consumeKungfuId;
	//是否消耗元宝:0不消耗,1消耗
	int8 isDollar;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqNoticeMessage : public Message
{
	public:
	ReqNoticeMessage();
	~ReqNoticeMessage();
	void reset();
	ReqNoticeMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class AnJinAtt : public Bean
{
	public:
	AnJinAtt();
	~AnJinAtt();
	void reset();
	AnJinAtt* clone();
	//见属性配置表
	int8 type;
	//添加值
	int32 value;
	//是否绑定0否1是
	int8 isBind;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResPayCardEnabledMessage : public Message
{
	public:
	ResPayCardEnabledMessage();
	~ResPayCardEnabledMessage();
	void reset();
	ResPayCardEnabledMessage* clone();
	static const int _ID;
	//是否可以充值年卡月卡(0禁用 1激活)
	int8 isEnabled;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqUpArtifactAttbtMessage : public Message
{
	public:
	ReqUpArtifactAttbtMessage();
	~ReqUpArtifactAttbtMessage();
	void reset();
	ReqUpArtifactAttbtMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	//使用道具资源id(道具符)
	int32 propId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ReqSmeltEquipMessage : public Message
{
	public:
	ReqSmeltEquipMessage();
	~ReqSmeltEquipMessage();
	void reset();
	ReqSmeltEquipMessage* clone();
	static const int _ID;
	//参与熔炼的装备id
	vector<int64> equipId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenFightStatiMessage : public Message
{
	public:
	ReqOpenFightStatiMessage();
	~ReqOpenFightStatiMessage();
	void reset();
	ReqOpenFightStatiMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResMsgMessage : public Message
{
	public:
	ResMsgMessage();
	~ResMsgMessage();
	void reset();
	ResMsgMessage* clone();
	static const int _ID;
	//发送消息的玩家id
	int64 playerId;
	//头像id
	int32 headId;
	//战斗力
	int32 force;
	//等级
	int16 lv;
	//消息类型1.个人。2世界。3.帮派
	int8 msgType;
	//玩家名字
	std::string playerName;
	//消息内容
	std::string msgContent;
	//称号id
	vector<int16> titleId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MMProp : public Bean
{
	public:
	MMProp();
	~MMProp();
	void reset();
	MMProp* clone();
	//道具sid
	int32 propId;
	//道具数量
	int32 propNum;
	//兑换所需贡献
	int32 gongxian;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqEnterListMessage : public Message
{
	public:
	ReqEnterListMessage();
	~ReqEnterListMessage();
	void reset();
	ReqEnterListMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//
//


class ResPlayerInfoMessage : public Message
{
	public:
	ResPlayerInfoMessage();
	~ResPlayerInfoMessage();
	void reset();
	ResPlayerInfoMessage* clone();
	static const int _ID;
	//角色信息
	PlayerInfo* playerInfo;
	//人物属性
	vector<PlayerAttbute*> playerAttbute;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqShopGoodsMessage : public Message
{
	public:
	ReqShopGoodsMessage();
	~ReqShopGoodsMessage();
	void reset();
	ReqShopGoodsMessage* clone();
	static const int _ID;
	//物品唯一标示0表示全部购买
	int8 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class GangList : public Bean
{
	public:
	GangList();
	~GangList();
	void reset();
	GangList* clone();
	//帮会id
	int64 gangId;
	//帮会等级
	int8 gangLevel;
	//帮会名称
	string gangName;
	//帮会人数
	int8 gangNum;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenSelfKungfuBackMessage : public Message
{
	public:
	ReqOpenSelfKungfuBackMessage();
	~ReqOpenSelfKungfuBackMessage();
	void reset();
	ReqOpenSelfKungfuBackMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqLJLoginMessage : public Message
{
	public:
	ReqLJLoginMessage();
	~ReqLJLoginMessage();
	void reset();
	ReqLJLoginMessage* clone();
	static const int _ID;
	//渠道类型
	int8 type;
	//渠道编码
	std::string channel;
	//用户id
	std::string userId;
	//登录令牌
	std::string token;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqDischargeTitleMessage : public Message
{
	public:
	ReqDischargeTitleMessage();
	~ReqDischargeTitleMessage();
	void reset();
	ReqDischargeTitleMessage* clone();
	static const int _ID;
	//称号资源id
	int16 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResAreaMessage : public Message
{
	public:
	ResAreaMessage();
	~ResAreaMessage();
	void reset();
	ResAreaMessage* clone();
	static const int _ID;
	//当前积分
	int32 number;
	//当前战斗力
	int32 force;
	//组队队伍竞技信息日志
	TeamAreaBean* thisTeamArea;
	//组队天下第一队日志信息
	TeamAreaBean* numOneTeamArea;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class WulinFighter : public Bean
{
	public:
	WulinFighter();
	~WulinFighter();
	void reset();
	WulinFighter* clone();
	//角色id
	int64 playerId;
	//名称
	string playerName;
	//等级
	int32 level;
	//战斗力
	int32 fightForce;
	//已被鼓励次数
	int32 encourage;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqDischargeTokenMessage : public Message
{
	public:
	ReqDischargeTokenMessage();
	~ReqDischargeTokenMessage();
	void reset();
	ReqDischargeTokenMessage* clone();
	static const int _ID;
	//令牌动态id
	int64 tokenId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqDrawLvGiftMessage : public Message
{
	public:
	ReqDrawLvGiftMessage();
	~ReqDrawLvGiftMessage();
	void reset();
	ReqDrawLvGiftMessage* clone();
	static const int _ID;
	//等级礼包id
	int16 lvSid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ActivityGoods : public Bean
{
	public:
	ActivityGoods();
	~ActivityGoods();
	void reset();
	ActivityGoods* clone();
	//物品唯一标示
	int32 sid;
	//全服剩余购买次数
	int32 serverCount;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResAllFightLogMessage : public Message
{
	public:
	ResAllFightLogMessage();
	~ResAllFightLogMessage();
	void reset();
	ResAllFightLogMessage* clone();
	static const int _ID;
	//战斗类型1。普通。2特殊。3强制
	int8 fightType;
	//是否成功0否1是
	int8 isVictor;
	//类型名称
	std::string victorName;
	//挑战帮会名称
	std::string chalengerName;
	//被挑战者名称
	std::string toChalengerName;
	//挑战者服务器排名Id
	int16 chalengerServerRankId;
	//被挑战者服务器排名Id
	int16 tochalengerServerRankId;
	//挑战者人数
	int16 chalengerNum;
	//被挑战者人数
	int16 tochalengerNum;
	//所有对战信息日志
	vector<VsInfoLog*> vsInfoLog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResPlayerFightLogMessage : public Message
{
	public:
	ResPlayerFightLogMessage();
	~ResPlayerFightLogMessage();
	void reset();
	ResPlayerFightLogMessage* clone();
	static const int _ID;
	//战斗类型1。普通。2特殊。3强制
	int8 fightType;
	//0失败 1成功
	int8 isSucceed;
	//所有对战信息日志
	vector<VsInfoLog*> vsInfoLog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResUpTitleMessage : public Message
{
	public:
	ResUpTitleMessage();
	~ResUpTitleMessage();
	void reset();
	ResUpTitleMessage* clone();
	static const int _ID;
	//1:添加，2:删除
	int8 type;
	//称号信息
	TitleBean* titleBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqFindBossRateMessage : public Message
{
	public:
	ReqFindBossRateMessage();
	~ReqFindBossRateMessage();
	void reset();
	ReqFindBossRateMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class PublicGangInfo : public Bean
{
	public:
	PublicGangInfo();
	~PublicGangInfo();
	void reset();
	PublicGangInfo* clone();
	//服务器id
	int32 serverId;
	//帮派Id
	int64 gangId;
	//帮派名字
	string gangName;
	//帮主名字
	string gangMasterName;
	//帮派积分
	int32 jifen;
	//帮派等级
	int32 gangLv;
	//帮派玩家最大等级
	int32 memberMaxLv;
	//帮派分区
	int8 domain;
	//帮派玩家信息
	string players;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResMsgContentMessage : public Message
{
	public:
	ResMsgContentMessage();
	~ResMsgContentMessage();
	void reset();
	ResMsgContentMessage* clone();
	static const int _ID;
	//消息内容
	std::string content;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResSucceedMessage : public Message
{
	public:
	ResSucceedMessage();
	~ResSucceedMessage();
	void reset();
	ResSucceedMessage* clone();
	static const int _ID;
	//功能标示见（操作成功功能标示表）
	int32 functionTag;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqExchangePropMessage : public Message
{
	public:
	ReqExchangePropMessage();
	~ReqExchangePropMessage();
	void reset();
	ReqExchangePropMessage* clone();
	static const int _ID;
	//兑换表sid
	int8 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class KungfuGrid : public Bean
{
	public:
	KungfuGrid();
	~KungfuGrid();
	void reset();
	KungfuGrid* clone();
	//格子id
	int64 id;
	//功夫资源id
	int32 skillId;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResFiveStarMessage : public Message
{
	public:
	ResFiveStarMessage();
	~ResFiveStarMessage();
	void reset();
	ResFiveStarMessage* clone();
	static const int _ID;
	//玩家id
	int64 playerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqWDJLoginMessage : public Message
{
	public:
	ReqWDJLoginMessage();
	~ReqWDJLoginMessage();
	void reset();
	ReqWDJLoginMessage* clone();
	static const int _ID;
	//登录成功返回的uid
	std::string uid;
	//登录成功返回的token
	std::string token;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqDelFriendMessage : public Message
{
	public:
	ReqDelFriendMessage();
	~ReqDelFriendMessage();
	void reset();
	ReqDelFriendMessage* clone();
	static const int _ID;
	//好友的id
	int64 toPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOptionMailMessage : public Message
{
	public:
	ReqOptionMailMessage();
	~ReqOptionMailMessage();
	void reset();
	ReqOptionMailMessage* clone();
	static const int _ID;
	//0.一键全部领取,1.一键删除所有已领取
	int8 option;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMemberApplyMessage : public Message
{
	public:
	ReqMemberApplyMessage();
	~ReqMemberApplyMessage();
	void reset();
	ReqMemberApplyMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResDelGoodsMessage : public Message
{
	public:
	ResDelGoodsMessage();
	~ResDelGoodsMessage();
	void reset();
	ResDelGoodsMessage* clone();
	static const int _ID;
	//删除类型1装备2道具3令牌
	int8 type;
	//物品动态id
	vector<int64> goodId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResErrorMessage : public Message
{
	public:
	ResErrorMessage();
	~ResErrorMessage();
	void reset();
	ResErrorMessage* clone();
	static const int _ID;
	//失败原因 1-服务器未开启 等
	int32 code;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResTeamInfoMessage : public Message
{
	public:
	ResTeamInfoMessage();
	~ResTeamInfoMessage();
	void reset();
	ResTeamInfoMessage* clone();
	static const int _ID;
	//队伍id
	int64 teamId;
	//队长id
	int64 captainId;
	//队伍等级
	int8 level;
	//距离下次升级还需多少秒
	int32 nextLevelTime;
	//队伍成员简易信息
	vector<TeamPlayer*> teamPlayers;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqLingQuDollarMessage : public Message
{
	public:
	ReqLingQuDollarMessage();
	~ReqLingQuDollarMessage();
	void reset();
	ReqLingQuDollarMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResMMWarehouseMessage : public Message
{
	public:
	ResMMWarehouseMessage();
	~ResMMWarehouseMessage();
	void reset();
	ResMMWarehouseMessage* clone();
	static const int _ID;
	//仓库总的所有道具
	vector<MMProp*> mMProps;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqRemoveGangMessage : public Message
{
	public:
	ReqRemoveGangMessage();
	~ReqRemoveGangMessage();
	void reset();
	ReqRemoveGangMessage* clone();
	static const int _ID;
	//分区Id
	int8 domain;
	//帮会Id
	int64 gangId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqStudyKungfuMessage : public Message
{
	public:
	ReqStudyKungfuMessage();
	~ReqStudyKungfuMessage();
	void reset();
	ReqStudyKungfuMessage* clone();
	static const int _ID;
	//学习的技能id
	int32 skillId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqAcceptOrRefuseMessage : public Message
{
	public:
	ReqAcceptOrRefuseMessage();
	~ReqAcceptOrRefuseMessage();
	void reset();
	ReqAcceptOrRefuseMessage* clone();
	static const int _ID;
	//0拒绝1接受
	int8 type;
	//消息记录id
	int64 recordId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMatchingMessage : public Message
{
	public:
	ReqMatchingMessage();
	~ReqMatchingMessage();
	void reset();
	ReqMatchingMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqActivityExchangeMessage : public Message
{
	public:
	ReqActivityExchangeMessage();
	~ReqActivityExchangeMessage();
	void reset();
	ReqActivityExchangeMessage* clone();
	static const int _ID;
	//指定兑换的道具
	int32 propId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqToolGMCommMessage : public Message
{
	public:
	ReqToolGMCommMessage();
	~ReqToolGMCommMessage();
	void reset();
	ReqToolGMCommMessage* clone();
	static const int _ID;
	//gm指令
	std::string comm;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqPlayerPersonageMessage : public Message
{
	public:
	ReqPlayerPersonageMessage();
	~ReqPlayerPersonageMessage();
	void reset();
	ReqPlayerPersonageMessage* clone();
	static const int _ID;
	//挑战的玩家id
	int64 toPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class LuckRankInfo : public Bean
{
	public:
	LuckRankInfo();
	~LuckRankInfo();
	void reset();
	LuckRankInfo* clone();
	//玩家id
	int64 playerId;
	//玩家姓名
	string playerName;
	//幸运积分
	int32 luckScore;
	//所属门派
	int8 playerType;
	//玩家vip等级
	int8 vipLv;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//


class ResSmeltEquipMessage : public Message
{
	public:
	ResSmeltEquipMessage();
	~ResSmeltEquipMessage();
	void reset();
	ResSmeltEquipMessage* clone();
	static const int _ID;
	//新装备资源id
	vector<int32> newEquipId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//
//


class ReqRegisterMessage : public Message
{
	public:
	ReqRegisterMessage();
	~ReqRegisterMessage();
	void reset();
	ReqRegisterMessage* clone();
	static const int _ID;
	//服务器信息
	ServerInfo* serverInfo;
	//公告列表
	vector<NoticeInfo*> noticeInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResOpenTotalBuyMessage : public Message
{
	public:
	ResOpenTotalBuyMessage();
	~ResOpenTotalBuyMessage();
	void reset();
	ResOpenTotalBuyMessage* clone();
	static const int _ID;
	//累计购买
	int32 totalBuy;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ReqWulinFirstRoundRankMessage : public Message
{
	public:
	ReqWulinFirstRoundRankMessage();
	~ReqWulinFirstRoundRankMessage();
	void reset();
	ReqWulinFirstRoundRankMessage* clone();
	static const int _ID;
	//排行数据
	vector<WulinRankUpdate*> rank;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqCreateSelfKungfuMessage : public Message
{
	public:
	ReqCreateSelfKungfuMessage();
	~ReqCreateSelfKungfuMessage();
	void reset();
	ReqCreateSelfKungfuMessage* clone();
	static const int _ID;
	//功夫名字
	std::string kungFuName;
	//伤害类型普通0,徒手1,武器2,内功3,奇术4
	int32 dametype;
	//功夫类型
	int32 kungFuStyle;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResOtherEquipMessage : public Message
{
	public:
	ResOtherEquipMessage();
	~ResOtherEquipMessage();
	void reset();
	ResOtherEquipMessage* clone();
	static const int _ID;
	//它人装备信息
	vector<EquipInfo*> equis;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResWearUpMessage : public Message
{
	public:
	ResWearUpMessage();
	~ResWearUpMessage();
	void reset();
	ResWearUpMessage* clone();
	static const int _ID;
	//1:添加，2:删除
	int8 type;
	//称号信息
	TitleBean* titleBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResHirePlayerListMessage : public Message
{
	public:
	ResHirePlayerListMessage();
	~ResHirePlayerListMessage();
	void reset();
	ResHirePlayerListMessage* clone();
	static const int _ID;
	//我雇佣的所有玩家
	vector<MyHireBean*> myHireBeans;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class WulinFightRank : public Bean
{
	public:
	WulinFightRank();
	~WulinFightRank();
	void reset();
	WulinFightRank* clone();
	//名次
	int32 rank;
	//角色名
	string name;
	//积分
	int32 point;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class OtherPlayerInfo : public Bean
{
	public:
	OtherPlayerInfo();
	~OtherPlayerInfo();
	void reset();
	OtherPlayerInfo* clone();
	//角色id
	int64 roleId;
	//等级
	int32 level;
	//角色名称
	string roleName;
	//所属门派
	int32 playerType;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResFriendsListMessage : public Message
{
	public:
	ResFriendsListMessage();
	~ResFriendsListMessage();
	void reset();
	ResFriendsListMessage* clone();
	static const int _ID;
	//好友列表
	vector<MyFriendBean*> myFriends;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class FightGoods : public Bean
{
	public:
	FightGoods();
	~FightGoods();
	void reset();
	FightGoods* clone();
	//物品资源id1-2W装备2-3W道具
	int32 goodsId;
	//获得数量
	int16 number;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqUpNameMessage : public Message
{
	public:
	ReqUpNameMessage();
	~ReqUpNameMessage();
	void reset();
	ReqUpNameMessage* clone();
	static const int _ID;
	//角色名称
	std::string roleName;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResOpenLuckMessage : public Message
{
	public:
	ResOpenLuckMessage();
	~ResOpenLuckMessage();
	void reset();
	ResOpenLuckMessage* clone();
	static const int _ID;
	//今日积分
	int32 currentScore;
	//今日排名
	int32 currentRank;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResWorldBossRankMessage : public Message
{
	public:
	ResWorldBossRankMessage();
	~ResWorldBossRankMessage();
	void reset();
	ResWorldBossRankMessage* clone();
	static const int _ID;
	//bossId
	int32 boosId;
	//获得buff信息
	std::string buffInfo;
	//挑战boss排行列表
	vector<WorldBossRankData*> ranklist;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSetMsgMessage : public Message
{
	public:
	ReqSetMsgMessage();
	~ReqSetMsgMessage();
	void reset();
	ReqSetMsgMessage* clone();
	static const int _ID;
	//留言信息
	std::string lymsg;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqInlayDischargeMessage : public Message
{
	public:
	ReqInlayDischargeMessage();
	~ReqInlayDischargeMessage();
	void reset();
	ReqInlayDischargeMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	//宝石资源id(0.表示全部卸载)
	int32 propId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResOpenLuckRankMessage : public Message
{
	public:
	ResOpenLuckRankMessage();
	~ResOpenLuckRankMessage();
	void reset();
	ResOpenLuckRankMessage* clone();
	static const int _ID;
	//单个排行信息
	vector<LuckRankInfo*> rankList;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class OrderBean : public Bean
{
	public:
	OrderBean();
	~OrderBean();
	void reset();
	OrderBean* clone();
	//订单号
	int64 orderId;
	//角色id
	int64 playerId;
	//服务器id
	int32 serverId;
	//金额
	int32 money;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class UpEquip : public Bean
{
	public:
	UpEquip();
	~UpEquip();
	void reset();
	UpEquip* clone();
	//变化类型1.添加。2删除。3更新
	int8 type;
	//变化的装备
	EquipInfo* equipInfo;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResConnGameServerMessage : public Message
{
	public:
	ResConnGameServerMessage();
	~ResConnGameServerMessage();
	void reset();
	ResConnGameServerMessage* clone();
	static const int _ID;
	//0成功1失败
	int8 isSuccees;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqGetGrowUpFundMessage : public Message
{
	public:
	ReqGetGrowUpFundMessage();
	~ReqGetGrowUpFundMessage();
	void reset();
	ReqGetGrowUpFundMessage* clone();
	static const int _ID;
	//成长礼包的id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResMatchingPlayerMessage : public Message
{
	public:
	ResMatchingPlayerMessage();
	~ResMatchingPlayerMessage();
	void reset();
	ResMatchingPlayerMessage* clone();
	static const int _ID;
	//匹配人员简易信息
	vector<TeamPlayer*> teamPlayers;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class RankInfo : public Bean
{
	public:
	RankInfo();
	~RankInfo();
	void reset();
	RankInfo* clone();
	//玩家id
	int64 playerId;
	//名次
	int8 place;
	//玩家等级
	int8 lv;
	//玩家姓名
	string playerName;
	//等级||战力||金钱
	int32 number;
	//所属门派
	int8 playerType;
	//是否在线0否1是
	int8 isOnline;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResServerHradMessage : public Message
{
	public:
	ResServerHradMessage();
	~ResServerHradMessage();
	void reset();
	ResServerHradMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenMiningAddresMessage : public Message
{
	public:
	ReqOpenMiningAddresMessage();
	~ReqOpenMiningAddresMessage();
	void reset();
	ReqOpenMiningAddresMessage* clone();
	static const int _ID;
	//矿区id
	int32 miningId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqExchangeMessage : public Message
{
	public:
	ReqExchangeMessage();
	~ReqExchangeMessage();
	void reset();
	ReqExchangeMessage* clone();
	static const int _ID;
	//捐献战旗数量
	int8 num;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResUpAreaFightLogsMessage : public Message
{
	public:
	ResUpAreaFightLogsMessage();
	~ResUpAreaFightLogsMessage();
	void reset();
	ResUpAreaFightLogsMessage* clone();
	static const int _ID;
	//变化类型1.添加。2删除。3更新
	int8 type;
	//需要更新的日志
	AreaFightLog* areaFightLog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResUpKungfuInfosMessage : public Message
{
	public:
	ResUpKungfuInfosMessage();
	~ResUpKungfuInfosMessage();
	void reset();
	ResUpKungfuInfosMessage* clone();
	static const int _ID;
	//所有的功夫信息
	vector<KungfuInfo*> kungfuInfos;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ReqWulinPlayerInfoMessage : public Message
{
	public:
	ReqWulinPlayerInfoMessage();
	~ReqWulinPlayerInfoMessage();
	void reset();
	ReqWulinPlayerInfoMessage* clone();
	static const int _ID;
	//角色ID
	vector<int64> playerIds;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ReqWulinFinalRoundUpdateMessage : public Message
{
	public:
	ReqWulinFinalRoundUpdateMessage();
	~ReqWulinFinalRoundUpdateMessage();
	void reset();
	ReqWulinFinalRoundUpdateMessage* clone();
	static const int _ID;
	//角色ID
	vector<WulinFinalRound*> wulinFinalRound;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class TeamFightLogBean : public Bean
{
	public:
	TeamFightLogBean();
	~TeamFightLogBean();
	void reset();
	TeamFightLogBean* clone();
	//战斗日志id
	int64 fightLogId;
	//挑战者名称
	string playerName;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenTotalBuyMessage : public Message
{
	public:
	ReqOpenTotalBuyMessage();
	~ReqOpenTotalBuyMessage();
	void reset();
	ReqOpenTotalBuyMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResYaoWangRankMessage : public Message
{
	public:
	ResYaoWangRankMessage();
	~ResYaoWangRankMessage();
	void reset();
	ResYaoWangRankMessage* clone();
	static const int _ID;
	//妖王排行信息
	vector<YaoWangRankBean*> yaoWangRankBeans;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class GangRankBean : public Bean
{
	public:
	GangRankBean();
	~GangRankBean();
	void reset();
	GangRankBean* clone();
	//帮会名
	string gangName;
	//名次
	int16 place;
	//会长名称
	string gangMasterName;
	//战区
	int8 domain;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqUpJobMessage : public Message
{
	public:
	ReqUpJobMessage();
	~ReqUpJobMessage();
	void reset();
	ReqUpJobMessage* clone();
	static const int _ID;
	//0升职1降职
	int8 type;
	//升职的角色id
	int64 playerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqGangByNameMessage : public Message
{
	public:
	ReqGangByNameMessage();
	~ReqGangByNameMessage();
	void reset();
	ReqGangByNameMessage* clone();
	static const int _ID;
	//名称搜索
	std::string gangName;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenKungfuBackMessage : public Message
{
	public:
	ReqOpenKungfuBackMessage();
	~ReqOpenKungfuBackMessage();
	void reset();
	ReqOpenKungfuBackMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenAreaMessage : public Message
{
	public:
	ReqOpenAreaMessage();
	~ReqOpenAreaMessage();
	void reset();
	ReqOpenAreaMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqExchangeGiftMessage : public Message
{
	public:
	ReqExchangeGiftMessage();
	~ReqExchangeGiftMessage();
	void reset();
	ReqExchangeGiftMessage* clone();
	static const int _ID;
	//0新年快乐1.万事如意
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqActivityListMessage : public Message
{
	public:
	ReqActivityListMessage();
	~ReqActivityListMessage();
	void reset();
	ReqActivityListMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResGangAttbutsMessage : public Message
{
	public:
	ResGangAttbutsMessage();
	~ResGangAttbutsMessage();
	void reset();
	ResGangAttbutsMessage* clone();
	static const int _ID;
	//属性类型:1等级2经验3战旗
	int8 attbutType;
	//属性加减值
	int32 value;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MsgRecordBean : public Bean
{
	public:
	MsgRecordBean();
	~MsgRecordBean();
	void reset();
	MsgRecordBean* clone();
	//消息记录id
	int64 recordId;
	//对方的角色id
	int64 toPlayerId;
	//0.对方给我的申请，1我已经同意的申请，2。别人接受了我的申请，3别人拒绝了我的申请
	int8 status;
	//角色名称
	string playerName;
	//申请时间
	string applyTime;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqFightSucceedMessage : public Message
{
	public:
	ReqFightSucceedMessage();
	~ReqFightSucceedMessage();
	void reset();
	ReqFightSucceedMessage* clone();
	static const int _ID;
	//帮派id
	int64 gangId;
	//玩家id
	int64 playerId;
	//是否成功参与帮战0否1是
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MemberBean : public Bean
{
	public:
	MemberBean();
	~MemberBean();
	void reset();
	MemberBean* clone();
	//角色id
	int64 playerId;
	//1普通。2长老。3副帮主。4帮主
	int8 gangJob;
	//角色名称
	string playerName;
	//贡献
	int32 gongXian;
	//角色等级
	int8 level;
	//离线多少分钟
	int32 lostLoginTime;
	//角色战力
	int32 force;
	//是否在线0否1是
	int8 isOnline;
	//玩家职业类型
	int8 playerType;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResPlayMoneyMessage : public Message
{
	public:
	ResPlayMoneyMessage();
	~ResPlayMoneyMessage();
	void reset();
	ResPlayMoneyMessage* clone();
	static const int _ID;
	//(熊猫返回的消费订单)(oppo回调地址)(360回调地址)(PP回调地址)(91回调地址)
	std::string serial;
	//消费金额
	int32 money;
	//我们的订单号
	int64 orderId;
	//玩家id
	int64 playerId;
	//扩展信息(熊猫：app_ext1的值),(UC:callbackInfo的值)(当乐:extInfo)(爱游戏:PAY_PARAMS_KEY_CP_PARAMS的值)(oppo:自定义参数)(百度:extInfo的值)(小米：cpUserInfo)(360:APP_EXT_1)(易接:cbi)(91:Note)
	std::string infos;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResPlayerWulinFightLogMessage : public Message
{
	public:
	ResPlayerWulinFightLogMessage();
	~ResPlayerWulinFightLogMessage();
	void reset();
	ResPlayerWulinFightLogMessage* clone();
	static const int _ID;
	//战斗类型1。普通。2特殊。3强制
	int8 fightType;
	//0失败 1成功
	int8 isSucceed;
	//所有对战信息日志
	vector<VsInfoLog*> vsInfoLog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ReqUseGoodsMessage : public Message
{
	public:
	ReqUseGoodsMessage();
	~ReqUseGoodsMessage();
	void reset();
	ReqUseGoodsMessage* clone();
	static const int _ID;
	//物品id
	int64 goodId;
	//使用的物品数量(小于0代表不使用此参数)
	int32 goodAmount;
	//是否使用元宝代替材料。0不使用1.使用 (使用武功残卷0全部使用1使用1次)
	int8 isMoney;
	//1.连续升级5次
	int8 upNumType;
	//使用物品字符串参数
	std::string content;
	//添加资质信息
	vector<AptitudeInfo*> aptitudeInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqWearTitleMessage : public Message
{
	public:
	ReqWearTitleMessage();
	~ReqWearTitleMessage();
	void reset();
	ReqWearTitleMessage* clone();
	static const int _ID;
	//称号资源id
	int16 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResUserCodeMessage : public Message
{
	public:
	ResUserCodeMessage();
	~ResUserCodeMessage();
	void reset();
	ResUserCodeMessage* clone();
	static const int _ID;
	//code 10:登录成功，11：密码错误，12：登录失败，未知 100:注册成功 101:用户名存在,102:用户名过长或密码过长,103不能有空格等特殊字符 
	int32 code;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResMiningAddresssMessage : public Message
{
	public:
	ResMiningAddresssMessage();
	~ResMiningAddresssMessage();
	void reset();
	ResMiningAddresssMessage* clone();
	static const int _ID;
	//矿点
	vector<MiningAddress*> miningAddresss;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOperateMailMessage : public Message
{
	public:
	ReqOperateMailMessage();
	~ReqOperateMailMessage();
	void reset();
	ReqOperateMailMessage* clone();
	static const int _ID;
	//1.删除邮件。2提取邮件
	int8 type;
	//邮件id
	int64 mailId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqGMCommMessage : public Message
{
	public:
	ReqGMCommMessage();
	~ReqGMCommMessage();
	void reset();
	ReqGMCommMessage* clone();
	static const int _ID;
	//gm指令
	std::string comm;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqKickTeamMessage : public Message
{
	public:
	ReqKickTeamMessage();
	~ReqKickTeamMessage();
	void reset();
	ReqKickTeamMessage* clone();
	static const int _ID;
	//队员id
	int64 playerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResTitlesMessage : public Message
{
	public:
	ResTitlesMessage();
	~ResTitlesMessage();
	void reset();
	ResTitlesMessage* clone();
	static const int _ID;
	//玩家拥有的所有称号
	vector<TitleBean*> titles;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqTeamFightMessage : public Message
{
	public:
	ReqTeamFightMessage();
	~ReqTeamFightMessage();
	void reset();
	ReqTeamFightMessage* clone();
	static const int _ID;
	//副本id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenFriendListMessage : public Message
{
	public:
	ReqOpenFriendListMessage();
	~ReqOpenFriendListMessage();
	void reset();
	ReqOpenFriendListMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResPPLoginMessage : public Message
{
	public:
	ResPPLoginMessage();
	~ResPPLoginMessage();
	void reset();
	ResPPLoginMessage* clone();
	static const int _ID;
	//0失败、1成功
	int8 state;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqUpTeamIdMessage : public Message
{
	public:
	ReqUpTeamIdMessage();
	~ReqUpTeamIdMessage();
	void reset();
	ReqUpTeamIdMessage* clone();
	static const int _ID;
	//队伍id
	int64 teamId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResChouJiangGoodsMessage : public Message
{
	public:
	ResChouJiangGoodsMessage();
	~ResChouJiangGoodsMessage();
	void reset();
	ResChouJiangGoodsMessage* clone();
	static const int _ID;
	//活动活动物品
	vector<ActivitGoods*> goods;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenMiningMessage : public Message
{
	public:
	ReqOpenMiningMessage();
	~ReqOpenMiningMessage();
	void reset();
	ReqOpenMiningMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class PlayerBufferBean : public Bean
{
	public:
	PlayerBufferBean();
	~PlayerBufferBean();
	void reset();
	PlayerBufferBean* clone();
	//buffer的唯一id
	int64 buffId;
	//bufId配置id
	int32 sid;
	//剩余时间(秒)
	int32 shengyuTime;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqPlayerExitMessage : public Message
{
	public:
	ReqPlayerExitMessage();
	~ReqPlayerExitMessage();
	void reset();
	ReqPlayerExitMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSetNoticeMessage : public Message
{
	public:
	ReqSetNoticeMessage();
	~ReqSetNoticeMessage();
	void reset();
	ReqSetNoticeMessage* clone();
	static const int _ID;
	//设置公告
	std::string notice;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class GangNO1Bean : public Bean
{
	public:
	GangNO1Bean();
	~GangNO1Bean();
	void reset();
	GangNO1Bean* clone();
	//帮会名字
	string gangName;
	//服务器排名id
	int16 serverId;
	//战区
	int8 domain;
	//成员名字
	string memberNames;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResPlayerBufsMessage : public Message
{
	public:
	ResPlayerBufsMessage();
	~ResPlayerBufsMessage();
	void reset();
	ResPlayerBufsMessage* clone();
	static const int _ID;
	//角色拥有buff
	vector<PlayerBufferBean*> playerBufferBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class Oneself : public Bean
{
	public:
	Oneself();
	~Oneself();
	void reset();
	Oneself* clone();
	//挑战者id
	int64 challengerId;
	//当前状态0普通，1死亡
	int8 status;
	//释放的技能id
	int32 skillId;
	//挑战者buff信息

	vector<FightBuff*> fightBuffs;
	//当前气血
	int32 life;
	//当前魔法
	int32 mana;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqFightBossMessage : public Message
{
	public:
	ReqFightBossMessage();
	~ReqFightBossMessage();
	void reset();
	ReqFightBossMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ReqOrderInfoMessage : public Message
{
	public:
	ReqOrderInfoMessage();
	~ReqOrderInfoMessage();
	void reset();
	ReqOrderInfoMessage* clone();
	static const int _ID;
	//订单信息
	OrderBean* orderBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqDeclareFightMessage : public Message
{
	public:
	ReqDeclareFightMessage();
	~ReqDeclareFightMessage();
	void reset();
	ReqDeclareFightMessage* clone();
	static const int _ID;
	//宣战关卡id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class VsInfoLog : public Bean
{
	public:
	VsInfoLog();
	~VsInfoLog();
	void reset();
	VsInfoLog* clone();
	//挑战者信息

	vector<FigtSimpleInfo*> challenger;
	//被挑战者信息

	vector<FigtSimpleInfo*> toChallenger;
	//总回合

	vector<Huihe*> hehui;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//


class ResShowAnJEquipMessage : public Message
{
	public:
	ResShowAnJEquipMessage();
	~ResShowAnJEquipMessage();
	void reset();
	ResShowAnJEquipMessage* clone();
	static const int _ID;
	//展示信息
	EquipInfo* equipInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResPropUseNumMessage : public Message
{
	public:
	ResPropUseNumMessage();
	~ResPropUseNumMessage();
	void reset();
	ResPropUseNumMessage* clone();
	static const int _ID;
	//道具当前使用次数
	PropUseNum* propUseNum;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResSevenPayDayMessage : public Message
{
	public:
	ResSevenPayDayMessage();
	~ResSevenPayDayMessage();
	void reset();
	ResSevenPayDayMessage* clone();
	static const int _ID;
	//当前充值天数
	int8 day;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResRankingInfosMessage : public Message
{
	public:
	ResRankingInfosMessage();
	~ResRankingInfosMessage();
	void reset();
	ResRankingInfosMessage* clone();
	static const int _ID;
	//金钱排行
	vector<RankInfo*> moneyRankings;
	//战力排行
	vector<RankInfo*> forceRankings;
	//等级排行
	vector<RankInfo*> levelRankings;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResPlayerBuffsMessage : public Message
{
	public:
	ResPlayerBuffsMessage();
	~ResPlayerBuffsMessage();
	void reset();
	ResPlayerBuffsMessage* clone();
	static const int _ID;
	//角色与最高等级的差距
	int16 lv;
	//获得经验加成百分比
	int16 exp;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResGangRankListMessage : public Message
{
	public:
	ResGangRankListMessage();
	~ResGangRankListMessage();
	void reset();
	ResGangRankListMessage* clone();
	static const int _ID;
	//帮会排行信息
	vector<GangRankBean*> gangRankBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ReqChangeNoticeMessage : public Message
{
	public:
	ReqChangeNoticeMessage();
	~ReqChangeNoticeMessage();
	void reset();
	ReqChangeNoticeMessage* clone();
	static const int _ID;
	//公告列表
	vector<NoticeInfo*> noticeInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class Activity : public Bean
{
	public:
	Activity();
	~Activity();
	void reset();
	Activity* clone();
	//活动id
	int32 activitId;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResHeartMessage : public Message
{
	public:
	ResHeartMessage();
	~ResHeartMessage();
	void reset();
	ResHeartMessage* clone();
	static const int _ID;
	//当前时间（秒）
	int32 time;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqWulinGuessMessage : public Message
{
	public:
	ReqWulinGuessMessage();
	~ReqWulinGuessMessage();
	void reset();
	ReqWulinGuessMessage* clone();
	static const int _ID;
	//角色id
	int64 playerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class WulinRank : public Bean
{
	public:
	WulinRank();
	~WulinRank();
	void reset();
	WulinRank* clone();
	//名次
	int32 rank;
	//角色名
	string name;
	//积分
	int32 point;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqHireListMessage : public Message
{
	public:
	ReqHireListMessage();
	~ReqHireListMessage();
	void reset();
	ReqHireListMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class GangFightBean : public Bean
{
	public:
	GangFightBean();
	~GangFightBean();
	void reset();
	GangFightBean* clone();
	//战斗录像id
	int64 fightLogId;
	//第几轮
	int8 num;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResOpenVIPActivityMessage : public Message
{
	public:
	ResOpenVIPActivityMessage();
	~ResOpenVIPActivityMessage();
	void reset();
	ResOpenVIPActivityMessage* clone();
	static const int _ID;
	//礼包状态，礼包ID:状态,例: 28:0,29:1  0-不可领取 1-已领取 2-可领取
	std::string status;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResXiLianAttsMessage : public Message
{
	public:
	ResXiLianAttsMessage();
	~ResXiLianAttsMessage();
	void reset();
	ResXiLianAttsMessage* clone();
	static const int _ID;
	//洗练后新的暗金属性
	vector<AnJinAtt*> anjinAtts;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqUpdateServerTimeMessage : public Message
{
	public:
	ReqUpdateServerTimeMessage();
	~ReqUpdateServerTimeMessage();
	void reset();
	ReqUpdateServerTimeMessage* clone();
	static const int _ID;
	//公共服时间
	int64 time;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenVIPActivityMessage : public Message
{
	public:
	ReqOpenVIPActivityMessage();
	~ReqOpenVIPActivityMessage();
	void reset();
	ReqOpenVIPActivityMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class AreaFightLog : public Bean
{
	public:
	AreaFightLog();
	~AreaFightLog();
	void reset();
	AreaFightLog* clone();
	//1个人.2.门派
	int8 type;
	//日志编号
	int64 fightLogNum;
	//挑战者名称
	string toPlayerName;
	//是否胜利0否1是
	int8 isVictor;
	//时间
	int64 createTime;
	//获得名次0标示不变
	int32 place;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResPlayMessage : public Message
{
	public:
	ResPlayMessage();
	~ResPlayMessage();
	void reset();
	ResPlayMessage* clone();
	static const int _ID;
	//订单id
	int64 orderId;
	//0成功1失败
	int8 isSuccees;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMailPlayerMessage : public Message
{
	public:
	ReqMailPlayerMessage();
	~ReqMailPlayerMessage();
	void reset();
	ReqMailPlayerMessage* clone();
	static const int _ID;
	//玩家留言id(留言不能是自己)
	int64 playerId;
	//给玩家留言信息
	std::string msg;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResFightMMLogMessage : public Message
{
	public:
	ResFightMMLogMessage();
	~ResFightMMLogMessage();
	void reset();
	ResFightMMLogMessage* clone();
	static const int _ID;
	//名门战斗日志信息
	vector<FightMMLog*> fightMMLogs;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResAttbuteUpMessage : public Message
{
	public:
	ResAttbuteUpMessage();
	~ResAttbuteUpMessage();
	void reset();
	ResAttbuteUpMessage* clone();
	static const int _ID;
	//变化后的属性
	vector<PlayerAttbute*> playerAttbute;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class PlayerInfo : public Bean
{
	public:
	PlayerInfo();
	~PlayerInfo();
	void reset();
	PlayerInfo* clone();
	//用户id
	int64 userId;
	//角色id
	int64 roleId;
	//等级
	int32 level;
	//当前经验
	int32 firstExp;
	//角色名称
	string roleName;
	//银币
	int32 money;
	//元宝
	int32 dollar;
	//声望
	int32 shengwang;
	//荣誉
	int32 rongyu;
	//所属门派
	int32 playerType;
	//剩余挑战boss次数
	int8 fightBossNum;
	//剩余快速战斗次数
	int8 celerityNum;
	//剩余打造次数
	int8 firstEquipNum;
	//剩余团队竞技次数
	int8 teamFightNum;
	//剩余个人竞技次数
	int8 areaFightNum;
	//剩余兑换银币次数
	int8 exchangeMoneyNum;
	//剩余购买boss次数
	int8 firstBuyBossNum;
	//最大购买boss次数
	int8 maxFirstBuyBossNum;
	//最大挑战boss次数
	int8 maxFightBossNum;
	//最大快速战斗次数
	int8 maxCelerityNum;
	//最大打造次数
	int8 maxFirstEquipNum;
	//最大团队竞技次数
	int8 maxTeamFightNum;
	//最大个人竞技次数
	int8 maxAreaFightNum;
	//最大兑换银币次数
	int8 maxExchangeMoneyNum;
	//vip当前经验
	int32 vimFirstExp;
	//vip当前等级
	int8 vimFirstLv;
	//最大组别
	int32 fightTeam;
	//当前战斗副本
	int32 fightMapId;
	//添加资质属性点
	int16 aptitudeNum;
	//玩家的装备熔炼值
	int32 equipValues;
	//是否有帮派0否1是
	int8 isGang;
	//用户账号
	string playerUserName;
	//熊猫刷新token
	string xmrefrensToken;
	//已领取礼包id

	vector<int16> drawGiftIds;
	//道具使用数量

	vector<PropUseNum*> propUseNum;
	//首冲列表

	vector<FirstPlay*> firstPlay;
	//角色已存在状态标示

	vector<int32> otherStatus;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqWearEquipMessage : public Message
{
	public:
	ReqWearEquipMessage();
	~ReqWearEquipMessage();
	void reset();
	ReqWearEquipMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqDischargeEquipMessage : public Message
{
	public:
	ReqDischargeEquipMessage();
	~ReqDischargeEquipMessage();
	void reset();
	ReqDischargeEquipMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResUpGridMessage : public Message
{
	public:
	ResUpGridMessage();
	~ResUpGridMessage();
	void reset();
	ResUpGridMessage* clone();
	static const int _ID;
	//1添加2更新
	int8 type;
	//1门派2江湖
	int8 gridType;
	//格子变化信息
	KungfuGrid* kungfuGrid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResOpenJingmaiActivityMessage : public Message
{
	public:
	ResOpenJingmaiActivityMessage();
	~ResOpenJingmaiActivityMessage();
	void reset();
	ResOpenJingmaiActivityMessage* clone();
	static const int _ID;
	//礼包状态，礼包ID:状态,例: 28:0,29:1  0-不可领取 1-已领取 2-可领取
	std::string status;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class TokenInfo : public Bean
{
	public:
	TokenInfo();
	~TokenInfo();
	void reset();
	TokenInfo* clone();
	//令牌动态id
	int64 tokenId;
	//资源id
	int32 resourtId;
	//幸运值
	int8 luckNum;
	//剩余提炼次数
	int8 shenyuNum;
	//龙魂id

	vector<int32> dragonSpirit;
	//添加的属性

	vector<AptitudeInfo*> aptitudeInfos;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class FirstPlay : public Bean
{
	public:
	FirstPlay();
	~FirstPlay();
	void reset();
	FirstPlay* clone();
	//充值配置表id(金额)
	int32 sid;
	//是否首冲0没有充值过1充值过了
	int8 isFirst;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class JoinWar : public Bean
{
	public:
	JoinWar();
	~JoinWar();
	void reset();
	JoinWar* clone();
	//参战id
	int64 joinWarId;
	//当前状态0普通，1死亡
	int8 status;
	//盟友的buff信息

	vector<FightBuff*> fightBuffs;
	//当前气血
	int32 life;
	//当前魔法
	int32 mana;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//
//


class ResOffLineResultMessage : public Message
{
	public:
	ResOffLineResultMessage();
	~ResOffLineResultMessage();
	void reset();
	ResOffLineResultMessage* clone();
	static const int _ID;
	//战斗的地图id
	int32 mapId;
	//挂机时间
	int32 fightTime;
	//战斗结果类型0:离线,1:快速战斗
	int8 type;
	//总次数
	int16 fightSumNum;
	//胜利次数
	int16 victorNum;
	//失败次数次数
	int16 failureNum;
	//经验
	int32 exp;
	//银币
	int32 money;
	//真气
	int32 zhenqi;
	//出售获得银币
	int32 sellMoney;
	//战斗获得物品
	vector<FightGoods*> fightGoods;
	//获得装备统计
	vector<FigtEquip*> figtEquip;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResDelTokenMessage : public Message
{
	public:
	ResDelTokenMessage();
	~ResDelTokenMessage();
	void reset();
	ResDelTokenMessage* clone();
	static const int _ID;
	//令牌动态id
	vector<int64> tokenIds;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class WulinRankUpdate : public Bean
{
	public:
	WulinRankUpdate();
	~WulinRankUpdate();
	void reset();
	WulinRankUpdate* clone();
	//1新手组 2高手组 3宗师组
	WulinRank* type;
	//排行数据

	vector<WulinRank*> rank;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResItemsMessage : public Message
{
	public:
	ResItemsMessage();
	~ResItemsMessage();
	void reset();
	ResItemsMessage* clone();
	static const int _ID;
	//背包物品信息
	vector<ItemInfo*> items;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqGangRankMessage : public Message
{
	public:
	ReqGangRankMessage();
	~ReqGangRankMessage();
	void reset();
	ReqGangRankMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//
//


class ResResultMessage : public Message
{
	public:
	ResResultMessage();
	~ResResultMessage();
	void reset();
	ResResultMessage* clone();
	static const int _ID;
	//银币
	int32 money;
	//经验
	int32 exp;
	//战斗类型1。普通。2特殊。3强制
	int8 fightType;
	//当前副本id
	int32 fightMapId;
	//战斗获得物品
	vector<FightGoods*> fightGoods;
	//0失败 1成功
	int8 isSucceed;
	//卖出装备获得银币
	int32 sellMoney;
	//获得真气
	int32 zhengqi;
	//所有对战信息日志
	vector<VsInfoLog*> vsInfoLog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ReqUseAptitudeMessage : public Message
{
	public:
	ReqUseAptitudeMessage();
	~ReqUseAptitudeMessage();
	void reset();
	ReqUseAptitudeMessage* clone();
	static const int _ID;
	//添加资质信息
	vector<AptitudeInfo*> aptitudeInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqRefrensTimeMessage : public Message
{
	public:
	ReqRefrensTimeMessage();
	~ReqRefrensTimeMessage();
	void reset();
	ReqRefrensTimeMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class YaoWangBean : public Bean
{
	public:
	YaoWangBean();
	~YaoWangBean();
	void reset();
	YaoWangBean* clone();
	//妖王id
	int32 miningId;
	//是否击杀0否1是
	int8 isKill;
	//首杀玩家名称
	string killPlayerName;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqSalePropMessage : public Message
{
	public:
	ReqSalePropMessage();
	~ReqSalePropMessage();
	void reset();
	ReqSalePropMessage* clone();
	static const int _ID;
	//卖出道具id
	int64 propId;
	//卖出道具数量
	int32 num;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResMarqueeMessage : public Message
{
	public:
	ResMarqueeMessage();
	~ResMarqueeMessage();
	void reset();
	ResMarqueeMessage* clone();
	static const int _ID;
	//公告内容
	std::string content;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResGangPlayerInfosMessage : public Message
{
	public:
	ResGangPlayerInfosMessage();
	~ResGangPlayerInfosMessage();
	void reset();
	ResGangPlayerInfosMessage* clone();
	static const int _ID;
	//帮战轮数
	int8 num;
	//帮派信息列表
	vector<PublicGangInfo*> publicGangInfoList;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqInviteTeamInfoMessage : public Message
{
	public:
	ReqInviteTeamInfoMessage();
	~ReqInviteTeamInfoMessage();
	void reset();
	ReqInviteTeamInfoMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqApplyFriendMessage : public Message
{
	public:
	ReqApplyFriendMessage();
	~ReqApplyFriendMessage();
	void reset();
	ReqApplyFriendMessage* clone();
	static const int _ID;
	//被申请人id
	int64 toPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResInviteTeamInfoMessage : public Message
{
	public:
	ResInviteTeamInfoMessage();
	~ResInviteTeamInfoMessage();
	void reset();
	ResInviteTeamInfoMessage* clone();
	static const int _ID;
	//全服求组信息
	vector<InviteTeamInfoBean*> inviteTeamInfos;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class FightBuff : public Bean
{
	public:
	FightBuff();
	~FightBuff();
	void reset();
	FightBuff* clone();
	//0.表示没有.效果号1普通攻击 2武功攻击 。3添加属性buff。4持续添加属性buff,5控制类buff
	int8 buffEffect;
	//0,表示没有.1.普通攻击(0.普通伤害，1暴击。2闪避)2武功攻击(0.普通伤害，1暴击。2闪避)3添加属性buff(按照装备属性表) 4持续添加属性buff(按照装备属性表) 5控制类buff(1重伤2内伤3封穴4解封)
	int8 bufferType;
	//0不显示1或2显示图片,其他显示值包含负数
	int32 bufferValue;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqCompoundAnJinMessage : public Message
{
	public:
	ReqCompoundAnJinMessage();
	~ReqCompoundAnJinMessage();
	void reset();
	ReqCompoundAnJinMessage* clone();
	static const int _ID;
	//矿石id
	int32 propId;
	//指定部位0-9 0标示不指定（V5以上才能指定）
	int8 local;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResMailsMessage : public Message
{
	public:
	ResMailsMessage();
	~ResMailsMessage();
	void reset();
	ResMailsMessage* clone();
	static const int _ID;
	//玩家所有邮件
	vector<MailBean*> mailBeans;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResWulinRankMessage : public Message
{
	public:
	ResWulinRankMessage();
	~ResWulinRankMessage();
	void reset();
	ResWulinRankMessage* clone();
	static const int _ID;
	//武林大会预选赛记录列表
	vector<WulinFightRank*> wulinFightRanks;
	//我的名次,如果为0,则不在排行榜中,不予显示
	int32 myrank;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqXiLianMessage : public Message
{
	public:
	ReqXiLianMessage();
	~ReqXiLianMessage();
	void reset();
	ReqXiLianMessage* clone();
	static const int _ID;
	//装备动态id
	int64 equipId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqFightPlayerMessage : public Message
{
	public:
	ReqFightPlayerMessage();
	~ReqFightPlayerMessage();
	void reset();
	ReqFightPlayerMessage* clone();
	static const int _ID;
	//挑战的玩家
	int64 toPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class FightMMLog : public Bean
{
	public:
	FightMMLog();
	~FightMMLog();
	void reset();
	FightMMLog* clone();
	//boss名称
	string memberName;
	//是否今日录像0否1是
	int8 isPlayDay;
	//时间
	string time;
	//0失败1胜利
	int8 isVictor;
	//战斗录像id
	int64 fightId;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ResUpApplyMsgStatusMessage : public Message
{
	public:
	ResUpApplyMsgStatusMessage();
	~ResUpApplyMsgStatusMessage();
	void reset();
	ResUpApplyMsgStatusMessage* clone();
	static const int _ID;
	//消息记录id
	int64 recordId;
	//0.对方给我的申请，1.我同意的申请,2.对方接受我的申请。3.对方拒绝我的申请，4.我拒绝对方的申请
	int8 status;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class GangFightRankBean : public Bean
{
	public:
	GangFightRankBean();
	~GangFightRankBean();
	void reset();
	GangFightRankBean* clone();
	//帮会id
	int64 gangId;
	//帮会名
	string gangName;
	//服务器排名id
	int16 serverRankId;
	//名次
	int16 place;
	//积分
	int16 number;
	//战区
	int8 domain;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResApplyMsgMessage : public Message
{
	public:
	ResApplyMsgMessage();
	~ResApplyMsgMessage();
	void reset();
	ResApplyMsgMessage* clone();
	static const int _ID;
	//所有的消息记录
	vector<MsgRecordBean*> msgRecords;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSetYaowangIdMessage : public Message
{
	public:
	ReqSetYaowangIdMessage();
	~ReqSetYaowangIdMessage();
	void reset();
	ReqSetYaowangIdMessage* clone();
	static const int _ID;
	//要佩戴的妖王Id
	int32 yaowangId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class FigtEquip : public Bean
{
	public:
	FigtEquip();
	~FigtEquip();
	void reset();
	FigtEquip* clone();
	//白色1.绿色2.蓝色3.紫色4.橙器5
	int8 type;
	//获得数量
	int16 number;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class Huihe : public Bean
{
	public:
	Huihe();
	~Huihe();
	void reset();
	Huihe* clone();
	//双方对战日志

	vector<FigtLog*> figtLog;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqXiLianYesOrNoMessage : public Message
{
	public:
	ReqXiLianYesOrNoMessage();
	~ReqXiLianYesOrNoMessage();
	void reset();
	ReqXiLianYesOrNoMessage* clone();
	static const int _ID;
	//0不使用新属性1使用新属性
	int8 isOk;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqPPLoginMessage : public Message
{
	public:
	ReqPPLoginMessage();
	~ReqPPLoginMessage();
	void reset();
	ReqPPLoginMessage* clone();
	static const int _ID;
	//sid
	std::string sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenMailMessage : public Message
{
	public:
	ReqOpenMailMessage();
	~ReqOpenMailMessage();
	void reset();
	ReqOpenMailMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResDelFriendMessage : public Message
{
	public:
	ResDelFriendMessage();
	~ResDelFriendMessage();
	void reset();
	ResDelFriendMessage* clone();
	static const int _ID;
	//好友列表中删除好友
	int64 toPlayerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResYWFightResultMessage : public Message
{
	public:
	ResYWFightResultMessage();
	~ResYWFightResultMessage();
	void reset();
	ResYWFightResultMessage* clone();
	static const int _ID;
	//战斗类型1。普通。2特殊。3强制
	int8 fightType;
	//0失败 1成功
	int8 isSucceed;
	//获得妖王标示.0没有其他妖王标示
	int8 yaoWangTag;
	//所有对战信息日志
	vector<VsInfoLog*> vsInfoLog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenBackpackMessage : public Message
{
	public:
	ReqOpenBackpackMessage();
	~ReqOpenBackpackMessage();
	void reset();
	ReqOpenBackpackMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqGetJingmaiRewardMessage : public Message
{
	public:
	ReqGetJingmaiRewardMessage();
	~ReqGetJingmaiRewardMessage();
	void reset();
	ReqGetJingmaiRewardMessage* clone();
	static const int _ID;
	//礼包的id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqPlayYueKaMessage : public Message
{
	public:
	ReqPlayYueKaMessage();
	~ReqPlayYueKaMessage();
	void reset();
	ReqPlayYueKaMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ServerInfo : public Bean
{
	public:
	ServerInfo();
	~ServerInfo();
	void reset();
	ServerInfo* clone();
	//服务器id
	int32 serverId;
	//服务器名称
	string serverName;
	//端口
	int32 port;
	//ip
	string ip;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenTeamMessage : public Message
{
	public:
	ReqOpenTeamMessage();
	~ReqOpenTeamMessage();
	void reset();
	ReqOpenTeamMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResMatchingResultMessage : public Message
{
	public:
	ResMatchingResultMessage();
	~ResMatchingResultMessage();
	void reset();
	ResMatchingResultMessage* clone();
	static const int _ID;
	//战斗类型1。普通。2特殊。3强制
	int8 fightType;
	//是否成功。0失败。1成功
	int8 isSucceed;
	//结果类型1匹配战斗，2竞技战斗
	int8 type;
	//获得积分
	int8 nubmer;
	//获得名次
	int32 place;
	//所有对战信息日志
	vector<VsInfoLog*> vsInfoLog;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqXiaoMiLoginMessage : public Message
{
	public:
	ReqXiaoMiLoginMessage();
	~ReqXiaoMiLoginMessage();
	void reset();
	ReqXiaoMiLoginMessage* clone();
	static const int _ID;
	//小米id
	std::string uid;
	//需验证的session
	std::string viliSession;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqBattleListMessage : public Message
{
	public:
	ReqBattleListMessage();
	~ReqBattleListMessage();
	void reset();
	ReqBattleListMessage* clone();
	static const int _ID;
	//第一个出战玩家id
	int64 oneId;
	//第二个出战玩家id
	int64 twoId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqWulinFight2Message : public Message
{
	public:
	ReqWulinFight2Message();
	~ReqWulinFight2Message();
	void reset();
	ReqWulinFight2Message* clone();
	static const int _ID;
	//1新手组 2高手组 3宗师组
	int32 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqAZLoginMessage : public Message
{
	public:
	ReqAZLoginMessage();
	~ReqAZLoginMessage();
	void reset();
	ReqAZLoginMessage* clone();
	static const int _ID;
	//渠道类型
	int8 type;
	//用户编号
	std::string userid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqCreatePlayerMessage : public Message
{
	public:
	ReqCreatePlayerMessage();
	~ReqCreatePlayerMessage();
	void reset();
	ReqCreatePlayerMessage* clone();
	static const int _ID;
	//角色职业类型
	int32 playerType;
	//角色名称
	std::string roleName;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqUpFightStatusMessage : public Message
{
	public:
	ReqUpFightStatusMessage();
	~ReqUpFightStatusMessage();
	void reset();
	ReqUpFightStatusMessage* clone();
	static const int _ID;
	//0战斗中,1倒计时中
	int8 status;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqYDAndroidLoginMessage : public Message
{
	public:
	ReqYDAndroidLoginMessage();
	~ReqYDAndroidLoginMessage();
	void reset();
	ReqYDAndroidLoginMessage* clone();
	static const int _ID;
	//用户编号
	int32 userid;
	//用户登录令牌
	std::string usertoken;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResSevenLoginInfoMessage : public Message
{
	public:
	ResSevenLoginInfoMessage();
	~ResSevenLoginInfoMessage();
	void reset();
	ResSevenLoginInfoMessage* clone();
	static const int _ID;
	//7天登录和领取奖励信息
	std::string loginInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqRecommListMessage : public Message
{
	public:
	ReqRecommListMessage();
	~ReqRecommListMessage();
	void reset();
	ReqRecommListMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResMiningMessage : public Message
{
	public:
	ResMiningMessage();
	~ResMiningMessage();
	void reset();
	ResMiningMessage* clone();
	static const int _ID;
	//所有矿区
	vector<MiningBean*> miningBeans;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResAddRecordMsgMessage : public Message
{
	public:
	ResAddRecordMsgMessage();
	~ResAddRecordMsgMessage();
	void reset();
	ResAddRecordMsgMessage* clone();
	static const int _ID;
	//消息记录
	MsgRecordBean* recordmsg;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResUpSelfKungfuInfosMessage : public Message
{
	public:
	ResUpSelfKungfuInfosMessage();
	~ResUpSelfKungfuInfosMessage();
	void reset();
	ResUpSelfKungfuInfosMessage* clone();
	static const int _ID;
	//所有自创的功夫信息
	vector<SelfKungfuInfo*> selfKungfuInfos;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResRefrensTimeMessage : public Message
{
	public:
	ResRefrensTimeMessage();
	~ResRefrensTimeMessage();
	void reset();
	ResRefrensTimeMessage* clone();
	static const int _ID;
	//组队升级倒计时
	int32 teamUpLv;
	//商城刷新倒计时
	int32 shopRefrens;
	//boss倒计时
	int32 bossRefrens;
	//抽奖倒计时
	int32 chouJiang;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSetRuBangForceMessage : public Message
{
	public:
	ReqSetRuBangForceMessage();
	~ReqSetRuBangForceMessage();
	void reset();
	ReqSetRuBangForceMessage* clone();
	static const int _ID;
	//force
	int32 force;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class WulinFightLog1 : public Bean
{
	public:
	WulinFightLog1();
	~WulinFightLog1();
	void reset();
	WulinFightLog1* clone();
	//日志编号
	int64 fightLogNum;
	//星期几 1~7
	int32 dayOfWeek;
	//对手名称
	string targetPlayerName;
	//具体几点几分 HH:MM
	string time;
	//是否胜利0否1是
	int8 isVictor;
	//1未开始 2已结束
	int64 type;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class PlayerYaoWangBuff : public Bean
{
	public:
	PlayerYaoWangBuff();
	~PlayerYaoWangBuff();
	void reset();
	PlayerYaoWangBuff* clone();
	//buff的ID
	int32 id;
	//获得此buff的时间
	int64 time;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//


class ResOneActivityGoodsMessage : public Message
{
	public:
	ResOneActivityGoodsMessage();
	~ResOneActivityGoodsMessage();
	void reset();
	ResOneActivityGoodsMessage* clone();
	static const int _ID;
	//商店物品
	ActivityGoods* goods;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResRefrenseDollarMessage : public Message
{
	public:
	ResRefrenseDollarMessage();
	~ResRefrenseDollarMessage();
	void reset();
	ResRefrenseDollarMessage* clone();
	static const int _ID;
	//刷新所需元宝
	int16 dollar;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//
//


class ResOtherPlayerMessage : public Message
{
	public:
	ResOtherPlayerMessage();
	~ResOtherPlayerMessage();
	void reset();
	ResOtherPlayerMessage* clone();
	static const int _ID;
	//它人角色信息
	OtherPlayerInfo* otherPlayerInfo;
	//经脉最小品阶
	int8 jingmaiMinPinjie;
	//穿戴的称号
	vector<int32> titleIds;
	//人物属性
	vector<PlayerAttbute*> playerAttbute;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResGangFightInfosMessage : public Message
{
	public:
	ResGangFightInfosMessage();
	~ResGangFightInfosMessage();
	void reset();
	ResGangFightInfosMessage* clone();
	static const int _ID;
	//帮战积分
	int16 myGangJifen;
	//成员是否报名,0否1是
	int8 isApply;
	//是否帮战第一周,0否1是
	int8 isFirstWeek;
	//战斗信息
	vector<GangFightBean*> gangFightBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class EquipInfo : public Bean
{
	public:
	EquipInfo();
	~EquipInfo();
	void reset();
	EquipInfo* clone();
	//装备动态id
	int64 id;
	//装备资源id
	int32 resourtId;
	//主属性类型。详情见表格
	int8 mainType;
	//主属性值
	int32 mainValue;
	//神器属性类型：见装备属性表
	int8 artifactType;
	//神器属性值
	int32 artifactValue;
	//装备强化等级
	int8 intensifyLv;
	//装备评分
	int32 equipNum;
	//是否锁定状态0否1是
	int8 isLock;
	//装备当前点化次数
	int32 dianhuaNum;
	//套装效果号(显示时统计相同的效果号：再用效果号本身* 100 + 统计出来的数量)到得到显示效果id
	int32 taozhuangEffect;
	//附加属性

	vector<AddAttribute*> addAttribute;
	//宝石属性

	vector<HoleInfo*> holes;
	//暗金属性

	vector<AnJinAtt*> anjinAtts;
	//装备组合武功效果

	vector<KungFuAndEquip*> kungFuAndEquips;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqGetGemsLevelRewardMessage : public Message
{
	public:
	ReqGetGemsLevelRewardMessage();
	~ReqGetGemsLevelRewardMessage();
	void reset();
	ReqGetGemsLevelRewardMessage* clone();
	static const int _ID;
	//礼包的id
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqInjectDragonMessage : public Message
{
	public:
	ReqInjectDragonMessage();
	~ReqInjectDragonMessage();
	void reset();
	ReqInjectDragonMessage* clone();
	static const int _ID;
	//令牌id
	int64 tokenId;
	//龙魂道具Id
	int32 propId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenLuckRankMessage : public Message
{
	public:
	ReqOpenLuckRankMessage();
	~ReqOpenLuckRankMessage();
	void reset();
	ReqOpenLuckRankMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqChangeGemMessage : public Message
{
	public:
	ReqChangeGemMessage();
	~ReqChangeGemMessage();
	void reset();
	ReqChangeGemMessage* clone();
	static const int _ID;
	//源宝石id
	int32 sourceId;
	//目标宝石Id
	int32 targetId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSellEquipMessage : public Message
{
	public:
	ReqSellEquipMessage();
	~ReqSellEquipMessage();
	void reset();
	ReqSellEquipMessage* clone();
	static const int _ID;
	//出售装备类型0全部卖出。 白色1.绿色2.蓝色3.紫色4.
	int8 equipType;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//


class ResGuaJiSetingMessage : public Message
{
	public:
	ResGuaJiSetingMessage();
	~ResGuaJiSetingMessage();
	void reset();
	ResGuaJiSetingMessage* clone();
	static const int _ID;
	//返回挂机设置
	GuaJiSetBean* guaJiSetBean;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class FigtSimpleInfo : public Bean
{
	public:
	FigtSimpleInfo();
	~FigtSimpleInfo();
	void reset();
	FigtSimpleInfo* clone();
	//战斗者id
	int64 fightId;
	//头像0小，1大
	int8 isMaxTitle;
	//战斗者名称
	string figtName;
	//战斗者等级
	int32 level;
	//头像id
	int32 headId;
	//血量
	int32 life;
	//法力
	int32 mana;
	//当前血量
	int32 firstLife;
	//当前法力
	int32 firstMana;
	//自创功夫名字
	string selfKungfuName;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqWearKungfuMessage : public Message
{
	public:
	ReqWearKungfuMessage();
	~ReqWearKungfuMessage();
	void reset();
	ReqWearKungfuMessage* clone();
	static const int _ID;
	//格子id
	int64 gridId;
	//佩戴的技能id
	int32 skillId;
	//佩戴格子类型。1门派。2江湖
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResXiLianBuyTimesMessage : public Message
{
	public:
	ResXiLianBuyTimesMessage();
	~ResXiLianBuyTimesMessage();
	void reset();
	ResXiLianBuyTimesMessage* clone();
	static const int _ID;
	//今日已洗练次数
	int32 times;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqCDKExchangeMessage : public Message
{
	public:
	ReqCDKExchangeMessage();
	~ReqCDKExchangeMessage();
	void reset();
	ReqCDKExchangeMessage* clone();
	static const int _ID;
	//cdk码
	std::string cdk;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqInheritSuitMessage : public Message
{
	public:
	ReqInheritSuitMessage();
	~ReqInheritSuitMessage();
	void reset();
	ReqInheritSuitMessage* clone();
	static const int _ID;
	//需要被继承的装备id
	int64 equipId;
	//继承的装备id
	int64 toequipId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqActivityTitleMessage : public Message
{
	public:
	ReqActivityTitleMessage();
	~ReqActivityTitleMessage();
	void reset();
	ReqActivityTitleMessage* clone();
	static const int _ID;
	//称号资源id
	int16 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqCommitAnswerMessage : public Message
{
	public:
	ReqCommitAnswerMessage();
	~ReqCommitAnswerMessage();
	void reset();
	ReqCommitAnswerMessage* clone();
	static const int _ID;
	//答案
	int8 answer;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class NoticeInfo : public Bean
{
	public:
	NoticeInfo();
	~NoticeInfo();
	void reset();
	NoticeInfo* clone();
	//公告标题
	string headline;
	//公告内容
	string content;
	//公告时间
	string createTime;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
//


class ResAddFriendMessage : public Message
{
	public:
	ResAddFriendMessage();
	~ResAddFriendMessage();
	void reset();
	ResAddFriendMessage* clone();
	static const int _ID;
	//好友列表中删除好友
	MyFriendBean* myFriend;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqRankingMessage : public Message
{
	public:
	ReqRankingMessage();
	~ReqRankingMessage();
	void reset();
	ReqRankingMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqWulinEncourageMessage : public Message
{
	public:
	ReqWulinEncourageMessage();
	~ReqWulinEncourageMessage();
	void reset();
	ReqWulinEncourageMessage* clone();
	static const int _ID;
	//角色id
	int64 playerId;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResEquipInfosMessage : public Message
{
	public:
	ResEquipInfosMessage();
	~ResEquipInfosMessage();
	void reset();
	ResEquipInfosMessage* clone();
	static const int _ID;
	//装备背包所有装备
	vector<EquipInfo*> equipInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResNoticeMessage : public Message
{
	public:
	ResNoticeMessage();
	~ResNoticeMessage();
	void reset();
	ResNoticeMessage* clone();
	static const int _ID;
	//公告列表
	vector<NoticeInfo*> noticeInfo;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class MiningBean : public Bean
{
	public:
	MiningBean();
	~MiningBean();
	void reset();
	MiningBean* clone();
	//矿区id
	int32 miningId;
	//是否开启0否1是
	int8 isOpen;
	//矿区妖王

	vector<YaoWangBean*> yaoWangs;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqQuitTeamMessage : public Message
{
	public:
	ReqQuitTeamMessage();
	~ReqQuitTeamMessage();
	void reset();
	ReqQuitTeamMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResLoginUserMessage : public Message
{
	public:
	ResLoginUserMessage();
	~ResLoginUserMessage();
	void reset();
	ResLoginUserMessage* clone();
	static const int _ID;
	//用户名
	std::string userName;
	//密码
	std::string userPass;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ReqAllocationAttMessage : public Message
{
	public:
	ReqAllocationAttMessage();
	~ReqAllocationAttMessage();
	void reset();
	ReqAllocationAttMessage* clone();
	static const int _ID;
	//分配的属性结果（返回操作成功）
	vector<PlayerAttbute*> playerAttbute;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResSellGoodsMessage : public Message
{
	public:
	ResSellGoodsMessage();
	~ResSellGoodsMessage();
	void reset();
	ResSellGoodsMessage* clone();
	static const int _ID;
	//刷新所需元宝
	int16 dollar;
	//玩家当前所出售的物品
	vector<SellGoods*> sellGoods;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResYaowangBuffIdsMessage : public Message
{
	public:
	ResYaowangBuffIdsMessage();
	~ResYaowangBuffIdsMessage();
	void reset();
	ResYaowangBuffIdsMessage* clone();
	static const int _ID;
	//当前佩戴的buffId
	int32 currentId;
	//buff列表
	vector<PlayerYaoWangBuff*> yaowangIdList;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqExchangeGoodsMessage : public Message
{
	public:
	ReqExchangeGoodsMessage();
	~ReqExchangeGoodsMessage();
	void reset();
	ReqExchangeGoodsMessage* clone();
	static const int _ID;
	//物品唯一标示
	int8 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqApplyFriendByNameMessage : public Message
{
	public:
	ReqApplyFriendByNameMessage();
	~ReqApplyFriendByNameMessage();
	void reset();
	ReqApplyFriendByNameMessage* clone();
	static const int _ID;
	//角色名查找添加
	std::string playerName;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResJingMaiInfoMessage : public Message
{
	public:
	ResJingMaiInfoMessage();
	~ResJingMaiInfoMessage();
	void reset();
	ResJingMaiInfoMessage* clone();
	static const int _ID;
	//经脉详细
	vector<JingMaiDetailBean*> jingMaiDetail;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqBuyLongHunMessage : public Message
{
	public:
	ReqBuyLongHunMessage();
	~ReqBuyLongHunMessage();
	void reset();
	ReqBuyLongHunMessage* clone();
	static const int _ID;
	//龙魂商店sid
	int32 sid;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResActivityGoodsMessage : public Message
{
	public:
	ResActivityGoodsMessage();
	~ResActivityGoodsMessage();
	void reset();
	ResActivityGoodsMessage* clone();
	static const int _ID;
	//更新的商店类型(1特惠商城 2暗金商城)
	int8 type;
	//商店物品
	vector<ActivityGoods*> activityGoods;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqEixtLoginMessage : public Message
{
	public:
	ReqEixtLoginMessage();
	~ReqEixtLoginMessage();
	void reset();
	ReqEixtLoginMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqHeartMessage : public Message
{
	public:
	ReqHeartMessage();
	~ReqHeartMessage();
	void reset();
	ReqHeartMessage* clone();
	static const int _ID;
	//当前时间（秒）
	int32 time;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class FigtLog : public Bean
{
	public:
	FigtLog();
	~FigtLog();
	void reset();
	FigtLog* clone();
	//是否能攻击,0能攻击,1不能攻击
	int8 isAttact;
	//挑战者自己的信息
	Oneself* challenger;
	//盟友信息

	vector<JoinWar*> mengyou;
	//敌人信息

	vector<JoinWar*> enemyInfos;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqChouJiangMessage : public Message
{
	public:
	ReqChouJiangMessage();
	~ReqChouJiangMessage();
	void reset();
	ReqChouJiangMessage* clone();
	static const int _ID;
	//0.抽十次。1。抽一次,2.免费抽
	int8 type;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class JingMaiDetailBean : public Bean
{
	public:
	JingMaiDetailBean();
	~JingMaiDetailBean();
	void reset();
	JingMaiDetailBean* clone();
	//1.任脉(力量),2.冲脉(体质),3.带脉(耐力),4.督脉(智力)
	int8 jingMaiType;
	//经脉等级
	int16 jingMaiLv;
	//经脉品阶
	int8 jingMaiPinJie;
	//经脉当前真气
	int32 jingMaiFirstZQ;
	//添加属性
	int16 addValue;
	
	bool read_from(ByteBuf& buf);
	bool write_to(ByteBuf& buf);
};

//////////////////////////////////////////////////////////////////////////
class ReqWulinFight1Message : public Message
{
	public:
	ReqWulinFight1Message();
	~ReqWulinFight1Message();
	void reset();
	ReqWulinFight1Message* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqSevenLoginAwardMessage : public Message
{
	public:
	ReqSevenLoginAwardMessage();
	~ReqSevenLoginAwardMessage();
	void reset();
	ReqSevenLoginAwardMessage* clone();
	static const int _ID;
	//要领取的奖励id
	int32 sid;
	//要领取的第几天的奖励
	int32 day;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqOpenGrowUpFundMessage : public Message
{
	public:
	ReqOpenGrowUpFundMessage();
	~ReqOpenGrowUpFundMessage();
	void reset();
	ReqOpenGrowUpFundMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqMenPaiMatchingMessage : public Message
{
	public:
	ReqMenPaiMatchingMessage();
	~ReqMenPaiMatchingMessage();
	void reset();
	ReqMenPaiMatchingMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ReqWorldBossInfoMessage : public Message
{
	public:
	ReqWorldBossInfoMessage();
	~ReqWorldBossInfoMessage();
	void reset();
	ReqWorldBossInfoMessage* clone();
	static const int _ID;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
class ResWorldBossInfoMessage : public Message
{
	public:
	ResWorldBossInfoMessage();
	~ResWorldBossInfoMessage();
	void reset();
	ResWorldBossInfoMessage* clone();
	static const int _ID;
	//世界bossId
	int32 bossId;
	//本轮剩余攻击次数
	int8 count;
	//世界boss最大血量
	int32 maxLife;
	//世界boss血量
	int32 life;
	//是否是当前世界boss
	int8 isCurrentBoss;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResEnterListMessage : public Message
{
	public:
	ResEnterListMessage();
	~ResEnterListMessage();
	void reset();
	ResEnterListMessage* clone();
	static const int _ID;
	//自己是否已报名0否1是
	int8 myIsAppl;
	//帮派参数人员
	vector<MingMenMenberBean*> memberList;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};

//////////////////////////////////////////////////////////////////////////
//
//


class ResSendGangNO1Message : public Message
{
	public:
	ResSendGangNO1Message();
	~ResSendGangNO1Message();
	void reset();
	ResSendGangNO1Message* clone();
	static const int _ID;
	//自己帮派所在的战区
	int8 domain;
	//战区第一帮列表
	vector<GangNO1Bean*> gangNO1Beans;
	
	bool read_from(ByteBuf& buf);
    bool write_to(ByteBuf& buf);
    int getId();
};